Comments (2)
Possible workaround:
somehow "mark" all the secondary effects of base enchantments when the player activates the enchanting table. For instance, increase their magnitude by 0.01 (since they usually have whole number magnitude) -- or give them an area value, since that shouldn't be used by any weapon enchantments. (experimenting with CK, even when magic effect has an area, area still shows up as zero in the enchantment). [could just increase area by a ridiculous amount otherwise - so it's clear that it's been edited]
I could then change them all back after exiting the table, but it would allow me to detect where one effect or set of effects from a single enchantment "ends" and the next one begins, if it's a multi-enchanted item.
However, this would require me to start tracking items as they are disenchanted, instead of just after the player leaves the table -- in case newly learned enchantments while at the table are also used to create a new enchantment (unless I just "marked" all weapon enchantments before entering the table, in case player learned any of them while there <- this would probably be easiest, actually)
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Chaos Damage taken care of, the rest will have to wait until I can figure out how to hook and alter the crafting menu display for charge meter adjust.
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Related Issues (4)
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