you will need a grand soul gem filled with a saint to test out multiple constant effect items...first, get an idea...
like a nighteye and water breathing belt or ring....
go to a guild enchanter, click on him/her, and choose enchant...click on item, click on gem and choose constant effect...
choose one of the effects you want on your item, then add it with ZERO magnitude, duration, area, etc....
write down how many enchantment points it consumes....
then cancel out, and choose the second effect you want, also with zero values...
write that down...
night eye consumes 1 point, water breathing 15...
so, this is where it gets simpler....
SEQUENCE the effects with the lowest points first!!!!!
if you create a water breathing and night eye item, it will consume far more charges than a night eye water breathing item....
try it yourself!!!! get an idea, item and sol gems, then click on a guild enchanter, add the effect water breathing and then night eye, add the magnitude you want, then note the value..
try again with night eye water breathing, add the magnitude and you will see that the enchantment points of the first set is much more expensive than the second set....
i was just able to create a pair of shoes that had water walking and restore fatigue 3 points, and by simply sequencing the restore health first, i was able to make the item work.....water walking first and adding restore fatigue costs too much to work at all...
but if you put the lower base cost effects first, it works great...if two or more effects have the same base cost, the order does not matter...
now i plan to make a ring with firestorm, frost storm and lightning storm values...
oh yeah, i also had another idea today....
roll this one on for size...
you know if you add damage attribute target self effect to an enchanted item??? it costs as much as a regular effect does, which made me think...
what if, itemmaker is updated by a mod so that a target self with a bad effect actually has a negative effect on the enchantment costs???
so if you want to squeeze in a mondo damage spell into a little bitty ring, you add like a damage health or attribute effect into the ring, and it gives you more enchant points you can use for the mondo damage spell...makes perfect sense in a role playing framework, since to make uber items you must take uber penalties in using it...
like fury, its a very strong weapon, but to use it the player has to pay a penalty to equipp it....
makes sense????