1.根据一组FormID列表，将Summermyst的附魔应用于设备类别，列出允许哪些设备关键字具有各种附魔。 Immersive Jewelry引入了八个新关键字来对其手链，耳环等进行分类-这些新关键字未包含在Summermyst的列表中，导致Summermyst结界不适用于新珠宝类别。
A relatively simple mod making Summermyst and Immersive Jewelry compatible, as well as correcting some errors in Immersive Jewelry's inner workings.
1. Summermyst's enchantments are applied to equipment classes according to a set of FormID lists, setting out which equipment keywords are permitted to have various enchantments. Immersive Jewelry introduces eight new keywords to categorize its bracelets, earrings and so on - these new keywords are not included in Summermyst's lists, resulting in Summermyst enchantments not being applicable to the new jewelry classes.
2. Immersive Jewelry implements a series of keywords based on the component materials of various pieces of jewelry, and applies modifiers to enchantment strength based on those materials, as well as the materials used in weapons and armor. Many Summermyst enchantments do not use the keywords that Immersive Jewelry links its own keywords to, resulting in those enchantments being left out of the system.
1. I categorized the new jewelry classes into three types - bracelets, earrings and ear wraps are grouped with rings, while chokers, high necklaces and torcs are grouped with necklaces, and crowns are paired with circlets. These eight keywords were then added to each of the Summermyst FormID lists according to their group. In the Unrestricted version, however, the contents of all these lists are unified, allowing any non-weapon enchantment to be placed on any non-weapon item.
2. I applied keywords to the Summermyst enchantments that more or less fit their effects, while allowing them to benefit from Immersive Jewelry's enchanting system.
Other fixes include the removal of duplicate/conflicting entries in regards to Immersive Jewelry's enchanting bonuses.
NOTE: While making this, I noticed that the equipment types introduced in Dragonborn have no connection to IJ's system. While this makes sense, as none of them have any associated jewelry, it does result in the weapons and armor not benefiting from any particular enchantments over others, save for Stalhrim's innate bonus to cold-based enchantments. I may in future release an updated version implementing them into the system.