Cast spells in style with magic runes! Glowing glyphs will appear when casting spells or scrolls. Apocalypse, Lost Grimoire and Forgotten Magic Redone compatible.
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Author notes
This author has not provided any additional notes regarding file permissions
File credits
Obsidian Dawn (www.obsidiandawn.com) for her Arcane Circle II brushes Anton0028 for his Behaviour File Creator
Donation Points system
This mod is opted-in to receive Donation Points
Translations
No translation available on the Nexus
Changelogs
Version v2.0
Ward spells and ritual master spells plus fixes. See changelog for details.
When casting spells or scrolls, glowing runic circles will instantly appear from your hands. They emit light. Runes will automatically dispel themselves on sheathing them or if sneaking or turning invisible (this can be toggled on and off in MCM).
NPCs can also cast runes. This can be disabled if needed.
There are over 55 different types of runic circles which will form based on the spell that is being cast. It is also compatible with every single spell mod by default, with additional support for Apocalypse, Lost Grimoire of Skyrim, and Forgotten Magic Redone spells. No patches needed.
This has been tested with Magiska, Mystic Knight, and Finally First Person Magic Animation mods. Magiska and Mystic Knight will need a patch which can be enabled in the MCM. Finally First Person Magic Animation is compatible with or without this patch. Other animation mods will probably be fine at the risk of some clipping.
Comes with options for 2K and 1K textures.
CHANGELOG
Spoiler:
Show
v2.5
Additions - Runes give off ENB cast light - New rune for banish type spells - Options to change light radius, brightness + enable shadows for ritual and ward runes in MCM - Option to keep runes on while sneaking - Added stats page to show list of NPCs detected by this mod - Some fixes added in MCM for users that couldn't get runes to show.
Changes - Individual lights for normal, ritual and ward runes - Overall light radius increased - Ritual rune size was increased by 75% - Frost runes have new particle effects - Ritual fire and frost runes have new particle effects - Improved fire rune particle sparks - Several colour and lighting tweaks to most runes
Fixes - fixed dual cast stagger perk when dual casting runes - fixed UV distortion present on all runes - optimization pass on all runes, reduced nif size by 50% - 1k texture pack didn't have correct paralysis rune texture - minor MCM corrections
v2.0
Additions - Ritual spell support (with custom animations for when casting is interrupted) - Ward spell support (runic circles will only show up for vanilla and mod spells that use the same ward magic effect)
Changes - Spell and ward runes use additive blending - 25% smaller runes - Runes moved closer to hand - Start animation of runes sped up by 40% - Removed animation delay for normal spell runes - Fire runes have particle effects - Paralyse runes have new textures - Light radius decreased by 50%
Fixes - fixed incorrect nif flags - fixed bugs where some runes would be cast on the wrong hand - centered position of sun rune - minor MCM corrections - stopped keypress from triggering alias refresh if console menu was active
v1.0
- Initial Release
NOTES
1. 75 NPCs are supported at this time. 2. This mod works by checking for vanilla magic keywords, so generic runes will be cast for spell mods which lack them. 3. Three options for ward spells - vanilla, with light/aqua runic circles/amber runic circles.
INSTALLATION
Place this after any spell mods you have. Install using Vortex/Mod Organizer
CREDITS
ObsidianDawn for the arcane circle brushes used. achintyagk for his snowflake texture Anton0028 for his behaviour file creator.