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About this mod

Increase Compatibility With As Well As Optimizes And Improves Strange Runes.

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Translations
  • Portuguese
Changelogs
This Mod Requires:
Strange Runes 
Keyword Item Distributor (KID)
PapyrusUtil SE - Modders Scripting Utility Functions 
Dylbills Papyrus Functions(Required As Of v2.0)(Removed As Of v2.3 Because I Found .ToArray())

Po3's Strange Runes Made Far More Compatible And More Optimized WithPo3''s Keyword Item Distributor And Made Updatable Mid-Game With Papyrus Utility.
Patches Incompatibilities With Sacrosanct And Also Makes Single Handed Master Spells Use Ritual Rune Effect Instead Of Hand Runes.
  • Uses Keyword Item Distributor For Maximum Compatibility And Control.
  • Optimized PO3_RUNEDetectPlayerCasting Script.
  • Set Up Invisibility Check To Use New Keyword Distributed With KID, So Any MagicInvisibility Effects Can Easily Be Excluded If Needed.
  • - Please Let Me Know If There Are Any That Need To Be Excluded And I Will Exclude Them In Future Versions.
  • Added Keywords For Each Rune Type And Rewrote GetRuneType()
  • - They Can Now Be Distributed With Keyword Item Distributor To Spells Or Magic Effects(Original Only Checked Effect Keywords)
  • - Runes Should Appear Much Faster Now
  • Added Compatibility For - Darenii And Kittytail Spell Packs, Sacrosanct,  And More 
  • "Fixed" Left Rune Getting Stuck When Dual Casting By Spamming UpdateHitEffectArtNode()
  • - It Will Still Get Stuck, But Now It Will Fix Itself Eventually.
  • - Adjustable In StrangeRunesCompatibility.json
  • -- "DualCastRuneDelay" - Time In Between Calls After The First - Float Default 0.05
  • -- "DualCastRuneTimes" - Number Of Calls Before It Stops Spamming - Int Default 30
  • Added Option To Disable One Handed Spell Master Runes
  • - Change "DisableOneHandedMasterRunes" To 1 In StrangeRunesCompatibility.json
  • Added Ability To Toggle Master Runes For All Spells With Both Hands Equip Type
  • - Any Spell Which Requires Both Hands Will Use Master Runes
  • - Change "EnableAllBothHanded" To 1 In StrangeRunesCompatibility.json To Enable
  • Added Optimized NPC Script
  • - It's Pretty Much The Same As Player Script But Without Dualcasting
  • - NPCs Can Use Scroll And Ritual Runes If That's A Thing; I Thought There Was A Mod For That.
  • Created New Ritual Runes For Runes Missing Ritual Versions
  • - With Matching Designs And Mostly Matching Colors
  • Let Me Know What Magic Mods Still Need Patches Added To Future Versions.
Optional Files:
Spoiler:  
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Strange Runes Compatibility - Optimized NPC Script(Added To Main File)
  • It's Pretty Much The Same As Player Script But Without Dualcasting
  • Should Hopefully Work Faster, I Haven't Tested It Yet.
  • NPCs Can Use Scroll And Ritual Runes If That's A Thing; I Thought There Was A Mod For That.
Strange Runes Compatibility - Earth Rune Fix(Included In Main File With No ENB Option In FOMOD)
  • Fixed "No ENB Lights" Earth Rune Mesh
  • It Had the Wrong Texture Path, So I Changed It To Be The Same As Regular Earth Rune Meshes
  • No Idea If That Is Different Than Just Using The Normal Mesh In Place Of The "No ENB Lights" Version
  • This Issue Only Affects The Earth Rune Meshes From The Optional "No ENB Lights" Download On Strange Runes' Page
  • - Load After It
Strange Runes Compatibility - No ENB Lights(Option Added To FOMOD)
  • Renamed Copies Of "New" Ritual Nifs Using The "No ENB Lights" Meshes From The Strange Runes Optional Download
  • Download If You Use The "No ENB Lights" Optional Download On Strange Runes' Page
  • - Load After It

Install Like Normal.
Load After All Conflicts.
Should Work Mid-Game, Let Me Know If Not.
Please Mention Any Magic Effects That Should Be Excluded From Invisibility Check Or Master Spell Ritual Rune And I Will Exclude Them In Future Updates.

Rune Keywords By Approximate Color:
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Purple
  • po3_RUNE_kBANISH ; po3_RUNE_kDEF_CONJURATION ; po3_RUNE_kBOUNDWEAPON ; po3_RUNE_kSOULTRAP ; ; po3_RUNE_kINVISIBILITY
Green
  • po3_RUNE_kPARALYSIS
Pale Teal
  • po3_RUNE_kCALM
Pale Green
  • po3_RUNE_kPOISON ; po3_RUNE_kARMOUR_POISON ; po3_RUNE_kWEAK_POISON
Vibrant Green
  • po3_RUNE_kDEF_ALTERATION ; po3_RUNE_kRUNE_POISON
Orange
  • po3_RUNE_kRUNE_ASH ; po3_RUNE_kSUN ; po3_RUNE_kTELEKINESIS
  • po3_RUNE_kCONJURE_EARTH ; po3_RUNE_kRUNE_EARTH - Texture Doesn't Work For Me
Fire
  • po3_RUNE_kFIRE ; po3_RUNE_kWEAK_FIRE ; po3_RUNE_kCONJURE_FIRE ; po3_RUNE_kARMOUR_FIRE ; po3_RUNE_kRUNE_FIRE
Yellow
  • po3_RUNE_kHEAL ; po3_RUNE_kWEAK_HEALS ; po3_RUNE_kCONJURE_HEALS ; po3_RUNE_kARMOUR_HEALS
Deep Blue
  • po3_RUNE_kGUIDE ; po3_RUNE_kREANIMATE ; po3_RUNE_kCONJURE_FAMILIAR ; po3_RUNE_kMYSTICHEAL
Blue
  • po3_RUNE_kARMOUR ; po3_RUNE_kWEAK
Blue Shock Effect
  • po3_RUNE_kSHOCK ; po3_RUNE_kARMOUR_SHOCK ; po3_RUNE_kWEAK_SHOCK ; po3_RUNE_kCONJURE_SHOCK ; po3_RUNE_kRUNE_SHOCK
Light Blue Ice Effect
  • po3_RUNE_kFROST ; po3_RUNE_kRUNE_FROST ; po3_RUNE_kWEAK_FROST ; po3_RUNE_kCONJURE_FROST ; po3_RUNE_kARMOUR_FROST
Light Blue
  • po3_RUNE_kWATER ; po3_RUNE_kCONJURE_WATER
Red
  • po3_RUNE_kDRAIN ; po3_RUNE_kRUNE_FRENZY
Pale Red
  • po3_RUNE_kFRENZY
Colorless
  • po3_RUNE_kAIR ; po3_RUNE_kDISPEL
Colorless Prism Light Effect
  • po3_RUNE_kLIGHT
Blue/Orange
  • po3_RUNE_kDETECTLIFE
 Blue/Yellow
  • po3_RUNE_kTURNUNDEAD
Red/Green
  • po3_RUNE_kDEF_ILLUSION
Fire/Ice/Shock
  • po3_RUNE_kDEF_DESTRUCTION
Ward
  • po3_RUNE_kWARD

Added Compatible With:
Darenii's Spell Packs:
Kittytail's Spell Packs:
Blink Spell 
Sacrosanct - Vampires of Skyrim 
Triumvirate - Mage Archetypes 
Death Flames 
The Dark Arts 
True Death - Instant kill spell 
Odin - Skyrim Magic Overhaul
Apocalypse - Magic of Skyrim
More Apocalypse
Sleep Spells SE 
Crimson Storm - Vampiric Spells 
Mysticism - A Magic Overhaul
Arcanum - A New Age of Magic (Fixed) 
Elemental Destruction Magic Redux 
Hemomancy - Blood Magic 
Shadow Spell Package
Better Vampires (Excluded Certain Effects From Invisibility Keyword Distribution)

This Mod Replaces:
Strange Runes - Sacrosanct Patch 
Use Master Strange Runes on Mysticism Master Rituals 

This Mod Is Compatible With:
Strange Runes - Settings Loader  - Patch In The FOMOD

Esp Conflicts Patch Required With This Mod:
Strange Runes - Invisibility Toggle 

Recommended Mods:
Dual Casting Fix
Animation Event Logger
Master Spells Runes 
Strange Runes - Settings Loader - Patch In The FOMOD
Add Perk Points Through Console Commands  - For Testing
Toggle Vampire Lord - For Testing
More Informative Console - For Troubleshooting

Changelogs:
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v1.0
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  • Converted A Chunk Of The Checks Into An Array So No Need To "ElseIf" As Much
  • Removed Check For RitualSpell Being Active From The Rune Spells And Added po3_RUNE_RitualSpell Keyword To All Master Spells And Ritual Spells
  • Added po3_RUNE_RitualSpellKeyword Check To PO3_RUNEDetectPlayerCasting Script
  • - Now One Handed Ritual Spells Will Use Master Runes
  • Replaced MagicInvisibility Keyword Spell Check For po3_RUNE_MagicInvisibility And Added It To All Magic Effects With MagicInvisibility Keyword
  • - Now Anyone Can Easily Add Exclusions To The _KID.ini
  • Added "EnableBumper" To The Animation Event Checks For Cancelling Spell Cast
  • - Now Ritual Spell And Master Spell Runes Will Disappear When You Stop Casting
  • Changed "if !CastOnEquip && PlayerRef.GetActorValuePercentage("Magicka") <= 0.01" To "if !CastOnEquip"
  • - Now Spell Runes Will Go Away When You Finish Casting If Not Set To Permanent.
  • Reworked when The Script Checks For Rune Type So Runes Are Ready To Add When Casting Begins.
  • Failed To Improve The Responsiveness Of Dual Casting
  • - If You Have Any Suggestions, Let Me Know.

v1.1
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  • Fixed Some Oversights Causing Issues With Permanent Runes Option In MCM
  • - I don't Use This Option Often, So Let Me Know If There Are Any More Issues The Base Mod Doesn't Have
  • Managed To Make Dual Runes Show Up A Little Faster, But They Still Don't Work When Casting Too Quickly
  • - When Casting Too Soon After Releasing A Dual Cast Spell, The Function Fails To Change The Position And Size Of The Left Rune
  • -- Not As Much An Issue When Using Fire And Forget Spells If You Cast Fast Enough
  • -- If This Happens, You'll End Up With A Rune On Your Left Hand(Which Is Supposed To Be Moved And Scaled To Be Used As The Dual Rune, But Isn't)
  • -- This Is Far More Noticeable With Drain Spells(And Possibly Other Spells From Mods)
  • -- Seems Like Waiting For The Rune To Disappear(And A Little After) Reduces The Chance Of This Happening
  • --- But You Need To Wait Even Longer After The Rune Disappears For Drain Spells(Or Maybe Just Vampire Drain Spells. That's All I Tested.)
  • -- Casting With Right Spell And Then Dual Casting(Not Too Quickly) Seems To Fix The Issue Too, But That May Just Be Cause It Causes You To Wait Long Enough.
  • Fixed Weapon Sheathe Event So It Happens When Dual Casting
  • Fixed A Bunch Of Stuff I Broke While Trying To Fix Dual Cast And Permanent Runes, But Most, If Not All, Those Issues Were Never Released

v1.2
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  • Added Compatibility For Desecration And Abyss
  • Changed It So The Function That Chooses The Runes Only Runs On Equip
  • - Runes Should Be More Responsive When Sheathing/UnSheathing Spells If They Were Already Equipped
  • Added A Return Back Into The Get Runes Function
  • - Function Will Cancel Early If No Spell/Scroll Equipped Like Original Strange Runes
  • - Apparently It Needed To Return True Instead Of False To Work Even Though It Was Never Used In A Check
  • Filled In Missing Ritual Rune Types With Other Similar Ritual Runes
  • - Should Fix Some Master Spells Having No Runes
  • I Changed Get Rune Type Function To Check Spell Instead Of Costliest Effect For Keyword
  • - This May Fix Missing Runes Or Cause The Wrong Rune On Some Spells
  • - If A Spell That Had Matching Runes Before Doesn't Anymore, Let Me Know And Revert To A Previous Version If Needed.
  • I Noticed An Issue With Concentration Spells' Ritual Runes Disappearing While Moving Then Stopping
  • - Doesn't Seem To Happen When Ritual Rune Is Affected By Dual Casting UpdateHitEffectArtNode() Changes(Gets Big And Moves)
  • - I'll Have To Figure This Issue Out In A Later Update
  • I Need To Add A Bunch Of Keywords And Rewrite GetRuneType() To Make Combatibility Patches Using KID Easier
  • - Might Take A Bit But Feel Free To Mention Mods You Want Me To Add In Future Compatibility Patches

v2.0
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  • New Requirement: Dylbills Papyrus Functions 
  • Added A New Keyword For Each RuneType
  • - Rune Type Keywords Can Now Easily Be Distributed With KID For More Control
  • Optimized The Script Using The New Keywords And KID
  • - GetRuneType() Will Be Generally Faster Now
  • Created A _KID.ini To Distribute Rune Keywords To Most Spells
  • Went Through And Tried To Match Rune Color As Closely As Possible To Spells For:
  • - All Darenii Spells 
  • - Most Kittytail Spells 
  • Triumvirate - Mage Archetypes 
  • -- Force Of Nature Breaks The Runes Until You Next Load A Save. I Couldn't Figure Out Why.
  • -- Force Of Nature Breaks The Runes Until You Next Load A Save. I Couldn't Figure Out Why.
  • This Version Probably Still Needs Fine Tuning So Let Me Know What Doesn't Match And I'll Fix It If I Can

v2.1 & v2.2 & v2.3
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  • Fixed Permanent Runes Again
  • Forgot To Mention, Since v2.0 Concentration Master Spells In The Right Hand Use Normal Runes
  • - Right Handed Master Runes Kept Disappearing In The Middle Of Casting Concentration Spells
  • -- This Will Fix The Issue Until I Can Figure It Out
  • Further Fixed Permanent Runes Being On Not Working The Same As Being Off
  • Removed Dylbills Papyrus Functions Requirement 
  • - I Finally Found .ToArray() So I Don't Need .FormlistToArray() From Dylbills Papyrus Functions Anymore
  • - I knew I Hadn't Imagined It Existing, But I Didn't Find It Last Time Because It Wasn't On The Main Papyrus Page
  • Fixed Oversight In New GetRunType() Related To Scrolls Hopefully

v2.4
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  • "Fixed" Left Rune Getting Stuck When Dual Casting By Spamming UpdateHitEffectArtNode()
  • - It Will Still Get Stuck, But Now It Will Fix Itself.
  • -- How Quickly It Works Varies Rune To Rune, But Is Similar To How Long You Would Have Had To Wait Inbetween Casts Before This Fix.
  • - Adjustable Delay Inbetween UpdateHitEffectArtNode() Calls
  • - Stops When Dual Casting Ends Or Set Number Of Times Is Reached
  • - Adjustable In StrangeRunesCompatibility.json
  • -- "DualCastRuneDelay" - Time In Between Calls After The First - Float Default 0.05
  • -- "DualCastRuneTimes" - Number Of Calls Before It Stops Spamming - Int Default 30
  • Added Keywords To Darenii Magic Effects Also, So Scrolls From Those Spell Packs Should Work Now
  • Reworked KID Patch For Darenii's Arcane Spells
  • Read v2 Changelogs For More Info

v2.5
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  • Changed Scroll Spell Fire Event To No Longer Remove The Runes When Using Permanent Rune Option
  • - Should Now Function The Same As Spells
  • Changed Script To Check 0 index Magic Effect For Keywords First(Used To Check Last Index Magic Effect First)
  • - I Did This For The Final Cataclysm, But It's Possible This Causes Some Other Spells To Get The Wrong Rune
  • - Let Me Know If You Notice Anything With The Wrong Rune
  • Added Option To Disable One Handed Spell Master Runes
  • - Change "DisableOneHandedMasterRunes" To 1 In StrangeRunesCompatibility.json
  • Added SR_RS_Exclude To StrangeRunesCompatibility_KID.ini
  • - Add Any Magic Effects You Don't Want Using Master Runes
  • Changed GetAnimationVariableBool() Check In Equip Function From "IsEquipping" To "bMLh_Ready" And "bMRh_Ready"
  • - Permanent Runes Should Cast On Right Hand Equip Successfully When Switching From A Master Level Spell To A Lower Level Spell
  • Added GetStrangeRunes() To OnPlayerLoadGame() Event
  • - Now You Won't Have To Re-Equip Spells To Have Changes Take Affect
  • Added Compatibility For:
  • Crimson Storm - Vampiric Spells - Didn't Need It But I Changed The Cold Flame Runes
  • Death Flames 
  • Ancient Blood Magic - Didn't Need It, But I Changed The Gargoyle Spell Rune
  • The Final Cataclysm - 2020 
  • Sonic Magic 
  • The Dark Arts 
  • True Death - Instant kill spell 
  • Hemomancy - Blood Magic - Just Needed Grip Spell Changed To Drain Rune

v2.6
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Added Ability To Toggle Master Runes For All Spells With Both Hands Equip Type
  • - Any Spell Which Requires Both Hands Will Use Master Runes
  • - Change "EnableAllBothHanded" To 1 In StrangeRunesCompatibility.json To Enable
  • - I Wasn't Able To Test This Yet, So Let Me Know If There Is An Issue
  • - I'm Not Sure How Many Spells Are Affected By This, So It May Not Be That Useful
  • Created Formlists For All Rune Spells That Match The Keyword Formlist's Indices
  • - If Anyone Ever Makes New Rune .nifs, They Will Be Easier To Add The Spells To The Script Now
  • - Had To "Create" Ritual Rune Spells For Several Runes That Had None
  • -- "Created" A New Spell, Magic Effect, Art Object, And .nif File For Each Ritual Rune
  • --- They Are Just Renamed Copies Of Similar Ritual Runes
  • - Used To Update NPC Script
Fixed An Issue With Runes Staying On Hand When Equipping Nothing While Using The Permanent Runes Option
  • - It May Not Have Been In A Released Version. I'm Not Checking.
Added Optional Files:
Strange Runes Compatibility - Optimized NPC Script
  • - It's Pretty Much The Same As Player Script But Without Dualcasting
  • - Should Hopefully Work Faster, I Haven't Tested It Yet.
  • - NPCs Can Use Scroll And Ritual Runes If That's A Thing; I Thought There Was A Mod For That.
Strange Runes Compatibility - Earth Rune Fix
  • - Fixed "No ENB Lights" Earth Rune Mesh
  • - It Had the Wrong Texture Path, So I Changed It To Be The Same As Regular Earth Rune Meshes
  • - No Idea If That Is Different Than Just Using The Normal Mesh In Place Of The "No ENB Lights" Version
  • - This Issue Only Affects The Earth Rune Meshes From The Optional "No ENB Lights" Download On Strange Runes' Page
  • -- - Load After It
Strange Runes Compatibility - No ENB Lights
  • - Renamed Copies Of "New" Ritual Nifs Using The "No ENB Lights" Meshes From The Strange Runes Optional Download
  • - Download If You Use The "No ENB Lights" Optional Download On Strange Runes' Page
  • -- Load After It
  • - Includes Earth Rune Fix
Added To _KID.ini:

v2.7
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  • Fixed An Issue With Permanent Runes Not Casting When Using Scrolls
  • - Forgot To Add Scrolls To A Check
  • - This Was Applied To Player And NPC Scripts
  • Fixed Scroll Rune Distribution For Darenii's Spell Packs
  • - Conjuration Scrolls Were Using Reanimate Runes Instead Of Assigned Runes
  • Added Optimized NPC Script To Main Download
  • - I Saw NPCs With Runes, So It Works
  • Fixed Compatibility For:
  • Arcanum - A New Age of Magic (Fixed) 
  • Mysticism - A Magic Overhaul 

v2.8
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  • Changed The Texture Path On All The New Ritual Runes To Their Corresponding Runes
  • - New Ritual Rune Designs Match Hand Runes Now
  • Changed The Color And Emissive Multiple
  • - Ritual Rune Color And Brightness Mostly Match Hand Runes Now
  • - The Light Ritual Still Needs The Prism Effect Added To The Mesh Somehow
  • -- I Have No Idea How To Do Anything Other That Change The Color And Design
  • Created FOMOD With Regular And No ENB Options For New Ritual Runes
  • v2.8.1 - Changed Sacrosanct Keyword Distribution From Spells To Magic Effects
  • v2.8.2 
  • - Fixed Keyword Distribution For Absorb Magicka Spell From Mysticism
  • -- Was Using Red Drain Instead Of Blue Mystic Heal For Rune
  • - Possibly Fixed Spell Removal Issue Probably Caused By Not Having PapyrusUtil Installed Properly
  • -- If You See "Issue Reading StrangeRunesCompatibility.json", Quit Out And Make Sure PapyrusUtil Is Properly Installed
  • -- If PapyrusUtil Is Definitely Working And You Still Get This Message, Let Me Know.
  • v2.8.3
  • - Fixed Issue That Caused Powers Equipped To Hands To Be Removed From The Player.
  • - Changed Drain Keyword Distribution To Affect All Spells With MagicVampireDrain And DLC1VampireDrainEffect Keywords
  • -- Previously It Would Only Be Applied To Destruction Magic Effects
  • v2.8.4
  • - Added New Exclude Keyword And Updated Scripts To Use It
  • -- You Can Now Distribute po3_RUNE_Exclude To Any Spell(s) You Want To Exclude From Using Runes
  • - Still Header v1.7 So It Should Work With Any Game Version

v2.8.4(Mini-Update)
  • -- Excluded EditorIDs Of Certain Magic Effects From Better Vampires From Invisibility Keyword Distribution.
  • -- BVSpecialViarmoOrigEffect, BVSpecialAstridOrigEffect, BVSpecialFanariOrigEffect, BVSpecialVyrthurOrigEffect
  • --- Should Fix The Issue Of Runes Not Showing When Affected By These Effects
  • --- Thank you ApocryphaNG  For Providing The EditorIDs, So I Didn't Have To Look Them Up.
  • -- Added Patch For Shadow Spell Package To _KID.ini
v2.9
  • - Added Changes From v2.8.4(Mini-Update) To Main Download
  • - Added New Keyword po3_RUNE_MagicWardAlt
  • -- Added It To Ordinator Mage Ward Ability Effects
  • -- Added Check To Scripts
  • - Edited PO3_RUNEPlayerMonitor & PO3_RUNEMCMenu Scripts To Apply Strange Runes' Ward Art To Any Spell With po3_RUNE_MagicWardAlt Keyword.
  • -- Included A Version Of PO3_RUNEMCMenu Script For Use With Strange Runes - Settings Loader 
  • - Added Some Checks To The po3_runedetectnpccasting Script To Hopefully Avoid Any Issues If The Json Or Papyrus Util Isn't Installed Correctly 
  • -- Also Fixed Possible Issue With NPC Script Not Filling New Variables When Updating From Original Strange Runes
  • -- Also Added A Dispel For When The NPC Effect Is Toggled Off 
  • --- Though This May Not Have Been A Problem And Would Have Only Caused NPCs To Use The Generic Runes.
  • - Added Option For Distribution Using KID Archetypes That Are Now Working

Modders' Tools And References: