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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Legendary Edition Patch
Component: Skyrim LE: Dragonborn DLC
Category: Magic
Assigned To: Nobody
Platform: Windows PC
Severity: Low
Votes: 0
Watching: N/A
Opened By tregolani on Mar 30, 2014 4:58 pm
Last Edited By Arthmoor on Jun 20, 2020 2:46 pm
Closed By Arthmoor on May 25, 2014 2:01 am
Resolution: Can't Fix - Engine Issue

Issue #15199: [Dragonborn] Chaos Damage enchantment not fully scaling with Enchanting Slider

 
Hey all!

After doing some delving, I believe I have stumbled upon a bit of a bug in the vanilla "Dragonborn" code, and since I am not really an experienced Skyrim modder, wanted to bring it to you all who ARE. =)

Essentially, the Chaos damage enchant is broken (aka not fully scaling) when being applied to a new weapon via the enchanting table. For some reason, only one of the damage sources can be modified via the slider in the enchanting UI, and thus only one of the damage sources (Shock damage in the vanilla enchant) is being scaled, whereas the rest are staying at the default value. However, for weapons found in the world, it isn't a problem, since they have a set "stock" enchantment, keeping all three damage types the same.

I made a quick mod in the CK that modified the magic effect description for the fire/frost components of the enchant (added "Fire dmg = <mag>" and Frost dmg = <mag> respectively), and took a few screenshots to show the issue more clearly.

Chaos Damage Screenshots

From doing a bit of research, it doesn't look like this has been discovered or reported before. Does anyone know how to fix this? It seems that in-game, the enchanting slider will modify whichever Magic Effect has the highest "Base Cost" value, and in the case of the Chaos Damage enchant, the base cost for each of the components is as follows:

Fire = 6.5
Frost = 6.0
Shock = 7.0

The shock component is the one with the default description of "50% chance for each fire, frost, and shock to deal <mag> points of damage", and due to its "base cost", it is the one that gets modified via the slider in game, making the tooltip look correct. However, my last two screenshots show that only 1 component is being modified in-game, and therefore shows that the vanilla Chaos enchant seems to be broken when being placed onto a non-enchanted weapon.

I have also done a bit of fiddling and set the Base Cost of all three Magic Effect to the same value, but then the game seems to choose the first effect in the Enchantment's Magic Effect list to scale with the slider.

USKP Team - is there any way to fix this?

Comments

7 comment(s) [Closed]
VaultDuke said:
 
Comment #1 Mar 31, 2014 3:42 am  Edited by Arthmoor on Jun 20, 2020 2:51 pm
Jumps-Down-Stairs said:
 
Only one effect on an enchantment can have a variable magnitude. It's an engine limitation.

tregolani said:
 
Is there any way to modify the enchantment so that it is only 1 effect scaling, but somehow runs a script or something to set the other two values to the value chosen via the slider? I don't really know how scripts work and what sort of limitation they might have, but I feel that if anything was to be able to fix this, it would be via some sort of script.

Jumps-Down-Stairs said:
 
I don't believe it's possible to affect any of the values on an Enchantment via scripts. The reference page only lists a single function and no properties. Even SKSE doesn't appear to have any ability to modify enchantments.

From all appearances, and the general lack of documentation about this limitation, I'm inclined to think it's a bug, rather than intentional. However, it's an engine bug, and thus beyond our reach to fix.

Were it not a bug, I'd expect there to be a way to specify which effect is scaled in the CK. Instead, there's the "Power Affects Magnitude/Duration" checkboxes, which imply that you should be able to set whether effects scale or not on an individual basis.

This also affects the School + Magicka Regen effect, the slow effect of Frost Damage, Fiery Soul Trap, and the Notched Pickaxe effect.

Comment #4 Apr 5, 2014 7:11 am  Edited by Arthmoor on Jun 20, 2020 2:54 pm
VaultDuke said:
 
egocarib's enchantment reload fix includes a fix for this chaos enchantmet bug as well:
https://www.nexusmods.com/skyrim/mods/52717/

it requires skse though

Comment #5 Apr 27, 2014 7:40 am  Edited by Arthmoor on Jun 20, 2020 2:52 pm
Jumps-Down-Stairs said:
 
That's not just a mod that requires SKSE. It's a plugin to SKSE itself, and appears to hook into loading, saving, and enchanting, altering the returned values for enchantments.

It does not appear to fix the general problem of only one effect scaling with enchanting, but instead targets Chaos Damage directly. Also, according to a comment in the source code, it isn't exactly correct, because it ignores things like enchanting perks.

Arthmoor said:
 
As explained, this is an engine limitation that we have no capacity to get around. SKSE plugins like the one egocarib wrote are out of scope for this project.

Showing Comments 1 - 7 of 7