

+ 1nivWICCloaks (Winter is Coming patch for Cloaks of Skyrim) + WACCF_BashedPatchLvListFix (patch for Weapons Armor Clothing & Clutter Fixes) + Circlets and Masks with all Robes and Hoods + Cloaks - Dawnguard (Cloaks of Skyrim patch) + Unofficial Skyrim Special Edition Patch My mod list are the follow (in loading order): Initially I though it was based on the immersive jewelry mod but then I saw that you mention in your mod description some small changes in enchantments too ( Adjust tempering and enchanting effects so that certain items receive stronger benefits than others.) so that's why I asked. Later I found out that like with the Chaos enchantment that have been added in the Dragonborn DLC, the elemental enchantments are receiving buffs based on the level of Destruction skill and its perks. The results showed that depending on the type of material from the weapon (Iron, Steel, Ebony and etc) the same enchantment would have a different final value.


My test consisted on seeing all the maximum effects of enchantments (without potions of Fortify Enchanting, Akzidal equipments or the buff for enchanting from Hermaeus Mora Black Book: The Sallow Regent) with a 100 enchanting skill and all its perks from a vanila save and then using console commands to have the same in a save using the mods. It seems that currently in my game the enchantments are being tied to the type of material used by the weapon and influenced by spell schools perks like Destruction elemental perks. Then I tested other weapons of every kind. Its that I tried to place a fire enchantment in a steel sword and noticed that its value (damage) is different from the same enchantment I placed into a imperial bow.
