-I put it at the the start of the description, But I repeat it: Won't be any cheat version, weapons oils exist for that. Also have in mind that using Elven Weaponry - Tutorial Chest with this mod will only add the anvil and the manual to the tutorial chest, you still will need to work for the runes!
-Some runes will be added later. But have in mind that each rune set is a lot of work, so only runes that I feel thematic and interesting will be added. The next update will focus on armor/shields/amulets runes.
-Components are costly and hard to find, this is intended and won't be changed. As a help, almost all crafting components (and some runes) have a low chance to appear as random loot from "Just what I needed!" spell from elven robes.
-Most of the mod info, including crafting recipes, can be check in game using the book "Volo's Guide to Runic Smithing". You'll find the book at the same places where the anvil.
I'll need more info to awnser that, but if what you mean is that you are trying to transfer rune items with transmog or the other way around, I can't help with that. I have no idea of how transmog handles status on items, that something you should ask on the transmog mod itself
Thank you for pointing this out. I was very confused as to why some of my weapons were not keeping the runes after a save and why some were not. But seeing this post helped me figure it out. I thank you.
Oh, I'm currently running patch 6 by the way. I'm pretty sure that the Transmog mod is completely broken for patch 7. Along with a huge amount of other mods that will never be fixed. I wish they would stop making new patches. All they ever do is add a few small things to the game that no one asked for while also causing tons of new bugs and breaking tons of mods in the process which also locks up any save files that relied on those mods. :/
Does anyone who has played around with this mod what is the purpose of light rune on your weapon? Even if you give light to a two-handed weapons, you can't dual wield them right? Is it just to save a feat?
It's intended for any one handed non light weapon so you can dual wield it without a feat, yes.
Also while not a part of the mod, weapons properties can be called by other rules as "tags" (for example reach and polearm master). Don't remember anything that specifically calll on light, but that doesn't mean a mod in the future can't add it.
You need to finish the quest by talking to him in your camp and get the normal quest reward (Blazer of Benevolence), he should give it to you at the same time.
It won't prevent you buy anything, but if something is editing your tresaure list it may not appears on traders either, I suggest take a look at your mods to see if you have something in that line
Might have to restart my artificer steam carbine game for this. Then again, maybe this would be a good time to try out Rune Knight or Runesmith mods.
Some clarifying questions: the main post mentions Magistral Runes, I assume these are unique boss drops? Jealous runes only benefit the person who smithed them, is there some limitation on runesmithing that makes this relevant or this to prevent weapons being passed to next person in the party when theres a primary upgrade or something? The Mithral rune shows that runes can be applied to armour, are these only unique runes that can do this or can you also do this with the +1/+2 and so on?
Magistral runes are random drops from certain places, they can drop or not based just on luck.
The limitation on jealous runes is mostly a technical imposition, certain abilities can't be pass from the item to the character and do nothing on items. As a workaround I put the ability hidden on the character that use it and make it activate only when the relevant item is equipped.
For the moment only mithral rune is available for armors. All runes indicated on wich item they applied on their description, anyway. I'll add more armors (and other items) runes in a future update.
Would you please inform or hint where the magistral runes could be? After all the mastercraft runes created in act 3, I find it embarassing that no magistral runes have been found...
Well, First thing you need to know is how loot works in the game. Loot is set the first time an area load, generally speaking (there's a few places that loads separate) that means when an Act starts.
Second is that magistral runes are not guarantee. When loot is generate, they have aprox 10% chance to appear. Have in mind that due to the previous thing, you can't (easily) savescum to make them appear.
Places where they can appear at the moment (more places will be likely added on future updates):
Spoiler:
Show
-Merregon chest on the Grymforge
-Prison warden on Moonrise towers
-Vault 9 on the Counting House
-Ansur
-Loot from "Just what I needed!" spell from Elven Weaponry - Robes (Chances here will be lot of lower than 10% as they are just a few items among hundreds)
That's the intention, and also have room to add more and more places in future updates without overcharging the mod.
Have in mind that they are just a funny extra that can give some living to looting. They aren't really op stronger and probably all mastercraft damage runes can be considered stronger than them.
If they're not OP, why are they so absurdly rare? It's not exactly fun to go through an entire run without getting a single one, yeah? And you can't reclaim them, either, so you lose it as soon as you get better gear.
Can you at least provide a list of the current Magistral runes? Curiosity is killing me.
I mean, don't get me wrong, this is an incredibly clever way to modify gear and (from what little I've managed) I think you pulled off a phenomenal job. I just find the magistral element to be a bit mean spirited: this is a looooong game and getting skunked with such a high level of likelihood. Can't even save scum to get the one you want (or any at all). It would make more sense if they actually were OP, but they look like they're just fun options that let you eke a little extra utility out of your favorite gear - something I absolutely approve of.
My opinion is worth next to nothing here and I respect that, but it really seems like it needs to go one of three routes: 1) Magistral runes are unique, but each has a 100% chance of dropping in a particular epic fight. 2) Loot list is still mixed with a really bad odds, but gets more opportunities to pull from the pool. 3) The ability to salvage runes, or transfer them directly between pieces of gear, to render the longshoot loot to continue to be useful.
I mean, that's pretty much the point of the mod, yeah? The ability to keep old gear competitive and tailored to your personal needs is wonderful, and then you've got these fun little extras that sound like they're more complicated to use effectively that would really add something to the mix if they were either more reliable or reusable to be something you'd actually want to use at some point.
Does the jealousy rule mean I can't give my friends any augmented items to use? If so could there be an alternative version of the mod without that rule so I could do that? I
That rule only applied to runes that specifically said Jealous Rune in their description as the rule said. Any item not using a jealous rune will apply benefits to anyone.
And no, can't be changed because some abilities only work that way.
36 comments
New rune crafting system. Some things about it:
-I put it at the the start of the description, But I repeat it: Won't be any cheat version, weapons oils exist for that. Also have in mind that using Elven Weaponry - Tutorial Chest with this mod will only add the anvil and the manual to the tutorial chest, you still will need to work for the runes!
-Some runes will be added later. But have in mind that each rune set is a lot of work, so only runes that I feel thematic and interesting will be added. The next update will focus on armor/shields/amulets runes.
-Components are costly and hard to find, this is intended and won't be changed. As a help, almost all crafting components (and some runes) have a low chance to appear as random loot from "Just what I needed!" spell from elven robes.
-Most of the mod info, including crafting recipes, can be check in game using the book "Volo's Guide to Runic Smithing". You'll find the book at the same places where the anvil.
-And remember to endorse the mod if you enjoy it!
Cheers!
Oh, I'm currently running patch 6 by the way. I'm pretty sure that the Transmog mod is completely broken for patch 7. Along with a huge amount of other mods that will never be fixed. I wish they would stop making new patches. All they ever do is add a few small things to the game that no one asked for while also causing tons of new bugs and breaking tons of mods in the process which also locks up any save files that relied on those mods. :/
Also while not a part of the mod, weapons properties can be called by other rules as "tags" (for example reach and polearm master). Don't remember anything that specifically calll on light, but that doesn't mean a mod in the future can't add it.
Would be easy to just use the Elven Weaponry - Tutorial Chest. Or just wait and buy it.
It won't prevent you buy anything, but if something is editing your tresaure list it may not appears on traders either, I suggest take a look at your mods to see if you have something in that line
Until that, you may be lucky and get them as random loot, also other merchants can, with a low chance, have them for sale.
Some clarifying questions: the main post mentions Magistral Runes, I assume these are unique boss drops?
Jealous runes only benefit the person who smithed them, is there some limitation on runesmithing that makes this relevant or this to prevent weapons being passed to next person in the party when theres a primary upgrade or something?
The Mithral rune shows that runes can be applied to armour, are these only unique runes that can do this or can you also do this with the +1/+2 and so on?
The limitation on jealous runes is mostly a technical imposition, certain abilities can't be pass from the item to the character and do nothing on items. As a workaround I put the ability hidden on the character that use it and make it activate only when the relevant item is equipped.
For the moment only mithral rune is available for armors. All runes indicated on wich item they applied on their description, anyway. I'll add more armors (and other items) runes in a future update.
Second is that magistral runes are not guarantee. When loot is generate, they have aprox 10% chance to appear. Have in mind that due to the previous thing, you can't (easily) savescum to make them appear.
Places where they can appear at the moment (more places will be likely added on future updates):
-Merregon chest on the Grymforge
-Prison warden on Moonrise towers
-Vault 9 on the Counting House
-Ansur
-Loot from "Just what I needed!" spell from Elven Weaponry - Robes (Chances here will be lot of lower than 10% as they are just a few items among hundreds)
I assume this is intended so don't be embarassed inphantasm this is just a mod that isn't designed for all the loot to be collected 100%.
Have in mind that they are just a funny extra that can give some living to looting. They aren't really op stronger and probably all mastercraft damage runes can be considered stronger than them.
Can you at least provide a list of the current Magistral runes? Curiosity is killing me.
In any case, if you want to spoil the fun and see the current ones (and probably be disappointed):
-Magistral Rune of Mithral: Already on screenshot.
-Magistral Rune of Skalf the Greedy: Weapon bond
-Magistral Rune of Godric Witchammer: Meleecaster
-Magistral Rune of the Ancestors: Possibly paralyzed on hit
My opinion is worth next to nothing here and I respect that, but it really seems like it needs to go one of three routes:
1) Magistral runes are unique, but each has a 100% chance of dropping in a particular epic fight.
2) Loot list is still mixed with a really bad odds, but gets more opportunities to pull from the pool.
3) The ability to salvage runes, or transfer them directly between pieces of gear, to render the longshoot loot to continue to be useful.
I mean, that's pretty much the point of the mod, yeah? The ability to keep old gear competitive and tailored to your personal needs is wonderful, and then you've got these fun little extras that sound like they're more complicated to use effectively that would really add something to the mix if they were either more reliable or reusable to be something you'd actually want to use at some point.
And no, can't be changed because some abilities only work that way.
would you consider making a "human weaponry" mode based on the Cossacks?
I'm trying to live out my fantasy