Someone uploaded it to Thunderstore a couple weeks ago, I don't know if it works though since I haven't played outward pretty much since I posted this mod.
the one on thunderstore seems to have the version 1.1.1, here on nexus it's 1.1.3 would you be able and willing to check whether the version on thunderstore is the latest and possibly upload the latest one?
Maybe even find a fix for the overwritten combos? Like Rune Detonation takes Shim(Red)+Shim(Red), which, with URW, is the Fire Attunement.
AMAZING MOD, flawless, but for who doesnt care about vanilla spells or wants them xd, using it on de and all it's combos works for now np at least for me, if removes or replaces vanilla things i dont care, what this mod do is way better :)
Hi all, wanna say mod is awesome. Has some questions for you: Is ruinic blade and runic trap converted to attune element?(I mean texture/effect and type of damage?) I think runic protection be better if its converted to attunment(gain elemental resistance or mb elemental absorb shield)??
Hi, I just wanted to let you know that your mod isn't working with either the latest version of SideLoader nor SideLoader 3.1.14. I haven't checked all the patches in between, but I imagine it would be something similar.
Issue: Your mod directly conflicts with the normal functioning of the runes and only allows for the elemental boosts (BB, GG, OO, PP) to work. Neither your custom spells nor the base game spells function.
I was having issues only with runic trap and runic detonation not working (at least those are the only two I noticed), and I've found a solution for it. Other vanilla runic spells were working, and spells from the mod were working.
It looks like this mod overrites the vanilla game's runes and then recreates most of the original runic spells, rather than just adding spells to the pre-existing runes. As far as I can tell, runic trap and runic detonation aren't recreated in this mod, which would be why they aren't working. A simple fix for getting runic trap back would be to change the <EffectBehavior> tag near the top of Rune_Fal.xml to 'NONE' instead of 'DestroyEffects'. A side effect is that once you have access to advanced rune combos, both the lingering aoe and a runic trap will be summoned from the same rune combo (because they use the same set of runes). A longer fix would be to also change what runes the lingering aoe uses, so that you can cast it separately from runic trap. In my game, I added a requirement to the lightning (unboosted) version of Lingering AoE to require the "Bless" effect to be on you (the vanilla game's blessed boon) so that there is the option of casting only runic trap if you want to. This doesn't work the other way around though; casting a lingering aoe still also spawns a runic trap.
Fire attunement conflicts with runic detonation in a similar way. You could probably make the same change in Rune_Shim.xml to get that spell back, but keep in mind that both of these spells would then cast simultaneously as well, which might get a bit annoying in certain situations. I have not tested this one, and there may be other similar issues with changing this one.
Each of the 4 runes has an xml file, and the spells listed inside are only the ones where that rune is the last rune in the combo. Changing that tag in any of those rune xml's makes the mod add to that original rune instead of replacing it. Considering this mod was made with the intention of replacing the original runes, keep in mind that there may be other issues similar to what I mentioned above if you change that tag for all the runes.
I was using 3.1.6 previously when I first noticed the issue, and switched to 3.1.4 while trying to figure out a solution. I'm currently still on 3.1.4, though I was still having the same issue on that version until I changed that tag in the xml.
As long as you make a copy of your saves somewhere, it should be fine to experiment with different versions and see what works.
Thanks. I guess I'll wait for this mod to get fixed since 1st: I'd rather have the most up to date version of SideLoader since other mods might be kept up to date with it 2nd: this mod needs some other tweaks aside from the SL compatibility. Thanks for the info tho and your reasearch :)
I use the runic sword spell and it isn't working.... similar to what you're describing here. Do you know how I can fix it? I'm not 100% sure what you're talking about when you spelled out your fix. Appreciate any advice! :)
35 comments
would you be able and willing to check whether the version on thunderstore is the latest and possibly upload the latest one?
Maybe even find a fix for the overwritten combos? Like Rune Detonation takes Shim(Red)+Shim(Red), which, with URW, is the Fire Attunement.
Is ruinic blade and runic trap converted to attune element?(I mean texture/effect and type of damage?)
I think runic protection be better if its converted to attunment(gain elemental resistance or mb elemental absorb shield)??
Issue: Your mod directly conflicts with the normal functioning of the runes and only allows for the elemental boosts (BB, GG, OO, PP) to work. Neither your custom spells nor the base game spells function.
It looks like this mod overrites the vanilla game's runes and then recreates most of the original runic spells, rather than just adding spells to the pre-existing runes. As far as I can tell, runic trap and runic detonation aren't recreated in this mod, which would be why they aren't working. A simple fix for getting runic trap back would be to change the <EffectBehavior> tag near the top of Rune_Fal.xml to 'NONE' instead of 'DestroyEffects'. A side effect is that once you have access to advanced rune combos, both the lingering aoe and a runic trap will be summoned from the same rune combo (because they use the same set of runes). A longer fix would be to also change what runes the lingering aoe uses, so that you can cast it separately from runic trap. In my game, I added a requirement to the lightning (unboosted) version of Lingering AoE to require the "Bless" effect to be on you (the vanilla game's blessed boon) so that there is the option of casting only runic trap if you want to. This doesn't work the other way around though; casting a lingering aoe still also spawns a runic trap.
Fire attunement conflicts with runic detonation in a similar way. You could probably make the same change in Rune_Shim.xml to get that spell back, but keep in mind that both of these spells would then cast simultaneously as well, which might get a bit annoying in certain situations. I have not tested this one, and there may be other similar issues with changing this one.
Each of the 4 runes has an xml file, and the spells listed inside are only the ones where that rune is the last rune in the combo. Changing that tag in any of those rune xml's makes the mod add to that original rune instead of replacing it. Considering this mod was made with the intention of replacing the original runes, keep in mind that there may be other issues similar to what I mentioned above if you change that tag for all the runes.
As long as you make a copy of your saves somewhere, it should be fine to experiment with different versions and see what works.