So I don't know if its a issue that aint been addressed in the original mode but I chose the permanent rune's option in the latest update for Strange Rune's and they just don't show up I mean it works when I use my spell but they don't stay.
Getting an error message on vortex for this mod and several others. I have not been able to find a fix or anything anywhere. The error message is: "Vortex was not able to run the installer in a secure sandbox. This is likely a misconfiguration in your set up or a bug in windows". I did reads something about sandboxes added to vortex recently to protect from malware or something. Seems the update broke Vortex.
Can you make a fix for master spell runes for enderal in particular Enderal Gameplay Overhaul where all of your conjuration casts are now ritual, it only works for the highest level spell called abomination but doesn't work for any of the others I'm not sure if this is easy or even possible but it'd be nice asf, the creator of EGO IxionXVII should be easy to contact i hope it could be a part of ego
Let me see if I understand... the conjuration spells have the ritual animation (Two handed spells), but they have a one handed rune?... or the spells are one handed, but they have the ritual (only one rune on the centre) rune?
My mod does not touches the actual spells, or the animations, that is whatever the mod chooses for each spell... my mod works by "checking" how the spell is set up, and applies the relevant rune, but it does not modify the actual animation of the character, just where the rune appears.
This mod should not prevent casting in any way, the most that can happen is that the ward will have no graphics... can you point me to the specific spell you are using? if you can get the FormID would be even better.
Edit: Be sure you have all the requirements for the original mod (AND the original mod)
spell ward rank 1 should be 00085607 it goes to cast and stops works fine without the mod I was testing one handed ward vrs sword generated wards last night
So, it works with only the original Strange Runes mod active?
I just tested that specific spell in game and it works for me, in fact, there should be no rune showing, as the wards already have an effect from the vanilla enderal, so I just added a fully invisible nif.
It may be an incompatibility between any of the mods you are using, and the original Strange Runes... I will keep testing this with different mods, just make sure you have all the requirements installed...
yup all downloaded and it was going good on a clean save until I restarted the game unequipped and reequipped my sword then tried to cast after blocking maybe the game still thinks I have a more powerful ward going? also I noticed the ward visual defaults to vanilla and has to be manually reset each restart
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For anyone already using the main mod and didn't see the runes after installing this mod, just click reset in MCM. It works for me.
Edit: Using the 2.0 version instead of the 2.1 restored the MCM
My mod does not touches the actual spells, or the animations, that is whatever the mod chooses for each spell... my mod works by "checking" how the spell is set up, and applies the relevant rune, but it does not modify the actual animation of the character, just where the rune appears.
Does this only work with a specific version of Strange Runes? I updated mine and the runes no longer show.
The reset option in the MCM fixed it.Edit: Be sure you have all the requirements for the original mod (AND the original mod)
I just tested that specific spell in game and it works for me, in fact, there should be no rune showing, as the wards already have an effect from the vanilla enderal, so I just added a fully invisible nif.
Strange Runes
Adress Library for SKSE Plugins
Powerofthree's Papyrus Extender
Spell Perk Item Distributor (this is for NPC functionality)
also I noticed the ward visual defaults to vanilla and has to be manually reset each restart