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Caerulean

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Caerulean

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  1. Caerulean
    Caerulean
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    This mod is now available for SSE!

    SSE version here! [Conversion by: alanovichromanov]
  2. hoangdai94
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    @Caerulean Can you plz port this interesting mod to SSE ?
    1. Caerulean
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      I could get this converted, maybe. I appreciate your interest. Have you checked out other mods, though, like Strange Runes?
    2. hoangdai94
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      @Caerulean Thanks for your response. Yes, I'm using Strange Runes, but that mod doesn't cover summoning effects if I remember right
    3. Caerulean
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      I'll see if I can get this converted. 🤔 I don't have SSE myself.
    4. hoangdai94
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      @Caerulean Noice, thanks in advance. If you need SSE testers, I can volunteer !
    5. Caerulean
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    6. hoangdai94
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      @Caerulean YES !!!
  3. SpookaXX
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    I'm noticing that upon casting a summon any previously placed runes are removed. The rune under the summon is obviously triggering the rune limit; is this a known limitation?
    1. Caerulean
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      Thanks for reporting this. I didn't realize this as I've not been playing enough Skyrim because of busy modding. >.< I increased the max rune limit to 2 as a workaround to this.
    2. SpookaXX
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      No worries.
  4. kovak22
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    Could you make a version of it using Alternate Summoning Visuals or is it possible to the mod use my own replaced files?


    http://www.nexusmods.com/skyrim/mods/44782/?
    1. Caerulean
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      Interesting. You can try both mods to see if they are compatible. I think they are, since that mod seems to be a replacer for the vanilla purple sphere .nif. The rune visual effects are separate from that visual effect.
    2. kovak22
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      hope i may get both this .nif and HD rune when using this :v
    3. Caerulean
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      The rune visuals added by this mod should be replaced by the rune replacers.
    4. kovak22
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      sadly i saw no runes during my test ;=;
      should i start a new game?
    5. Caerulean
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      Hmm. Which spells were you testing? Also, did you try to cast the rune spells on their own to see if they'd show up?
    6. kovak22
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      I've tried the flame atronach, since i'm using PerMa it may have something to do with it.

      Didn't tried the rune though.
    7. Caerulean
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      I'll try contacting PerMa's mod author. Perhaps you can try checking your load order as well.
    8. kovak22
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      well...perma modules aways stays in the end of the load order
    9. SkepticalJoker
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      If this mod edits spells, then its changes will be overwritten by other mods that edit those same spells. PerMa would of course conflict as an overhaul mod.

      You need to forward the conflicting records to a patch using TES5Edit.
    10. kovak22
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      That's sad :c
      Thx
    11. SkepticalJoker
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      It only takes about 2 minutes to forward the records, with most of that time spent waiting for TES5Edit to load lol.
    12. Caerulean
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      PerMa's mod author said that PerMa uses its own spell records, and so one will have to add the custom rune projectiles to the spell records of PerMa.

      Sadly, I'm still working on something else and will have to get to this later. If anyone's willing to make a compatibility patch for PerMa and this though, be my guest.
  5. TheSpinia
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    It would be awesome if somehow: the rune spins when you place it and then they spawn (kind of like final fantasy) xD
    1. Caerulean
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      Cool idea, but I'm no animator. :3 xD
  6. tsukinomi
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    Amazing idea always thought the summons should be more epic
    1. Caerulean
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      Thank you.