![]() ![]() When used on weapons some MGEF are toggled on hit(first hit= on,second hit= off), like improved nighteye.Įnchanted weapons/equipment created with this command cannot be disenchanted, the game will tell you that you already have the effect.ĭamageactorvalue and modAV will effect the magnitude of enchantments without messing with your level/skill progress. Some effects don't require charges unless grouped with an effect that does require charges. Weapons made through the console will always have about 11.5 charges(regardless of enchanting level), and can be recharged. ![]() They also use enchanting skill instead of the perks usual value, and stack with the real perk. ![]() Perk MGEFs don't show up on equipment or passive effects, but still work. ![]() The Magnitude used for any magic effect is set to your enchanting skill, so 85 enchanting skill = 85% magnitude,85 damage/+85 health/magicka/stamina, 85+1 sec duration(weapons only).Īny effect with an MGEF ID can be added, including special effects normally restricted to NPCs and some perk effects. Spawns an object with specified enchantments Example: playerenchantobject 136D5 109637 109637 would give you imperial armor with two magic resist enchantments. ![]()
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