About this mod
Increase Compatibility With As Well As Optimizes And Improves Strange Runes.
- Requirements
- Permissions and credits
-
Translations
- Portuguese
- Changelogs
Strange Runes
Keyword Item Distributor (KID)
PapyrusUtil SE - Modders Scripting Utility Functions
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.
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.
- 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
- 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:
Purple
- po3_RUNE_kBANISH ; po3_RUNE_kDEF_CONJURATION ; po3_RUNE_kBOUNDWEAPON ; po3_RUNE_kSOULTRAP ; ; po3_RUNE_kINVISIBILITY
- po3_RUNE_kPARALYSIS
- po3_RUNE_kCALM
- po3_RUNE_kPOISON ; po3_RUNE_kARMOUR_POISON ; po3_RUNE_kWEAK_POISON
- po3_RUNE_kDEF_ALTERATION ; po3_RUNE_kRUNE_POISON
- po3_RUNE_kRUNE_ASH ; po3_RUNE_kSUN ; po3_RUNE_kTELEKINESIS
- po3_RUNE_kCONJURE_EARTH ; po3_RUNE_kRUNE_EARTH - Texture Doesn't Work For Me
- po3_RUNE_kFIRE ; po3_RUNE_kWEAK_FIRE ; po3_RUNE_kCONJURE_FIRE ; po3_RUNE_kARMOUR_FIRE ; po3_RUNE_kRUNE_FIRE
- po3_RUNE_kHEAL ; po3_RUNE_kWEAK_HEALS ; po3_RUNE_kCONJURE_HEALS ; po3_RUNE_kARMOUR_HEALS
- po3_RUNE_kGUIDE ; po3_RUNE_kREANIMATE ; po3_RUNE_kCONJURE_FAMILIAR ; po3_RUNE_kMYSTICHEAL
- po3_RUNE_kARMOUR ; po3_RUNE_kWEAK
- po3_RUNE_kSHOCK ; po3_RUNE_kARMOUR_SHOCK ; po3_RUNE_kWEAK_SHOCK ; po3_RUNE_kCONJURE_SHOCK ; po3_RUNE_kRUNE_SHOCK
- po3_RUNE_kFROST ; po3_RUNE_kRUNE_FROST ; po3_RUNE_kWEAK_FROST ; po3_RUNE_kCONJURE_FROST ; po3_RUNE_kARMOUR_FROST
- po3_RUNE_kWATER ; po3_RUNE_kCONJURE_WATER
- po3_RUNE_kDRAIN ; po3_RUNE_kRUNE_FRENZY
- po3_RUNE_kFRENZY
- po3_RUNE_kAIR ; po3_RUNE_kDISPEL
- po3_RUNE_kLIGHT
- po3_RUNE_kDETECTLIFE
- po3_RUNE_kTURNUNDEAD
- po3_RUNE_kDEF_ILLUSION
- po3_RUNE_kDEF_DESTRUCTION
- po3_RUNE_kWARD
Added Compatible With:
Darenii's Spell Packs:
- - Desecration
- - Abyss
- - Arclight
- - Vulcano
- - Bloodmoon
- - Natura
- - Lunaris
- - Arcane
- - Stellaris
- - Necrom
- - Inquisition
- - Necrotic
- - Flames of Coldharbour
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:
v1.0
- 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
- 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
- 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
- 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
- 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
- "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
- 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
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
- - It May Not Have Been In A Released Version. I'm Not Checking.
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.
- - 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
- - 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
- Odin - Skyrim Magic Overhaul
- Apocolypse Magic - Most Difficult Patch So Far
- More Apocalypse
- Darenii's Inquisition - Shield Spell Was Close Enough, But Now Matches Rest Of Spells
- Darenii's Necrotic
- Kittytail's Singularity - Was Already Multi Element Rune, But Now It Will Be Found Faster
- Added Earth Rune Back In
v2.7
- 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
- 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
- - 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:
- Skyrim Se Creation Kit - Used To Create Mods.
- SSEEdit - Useful Tool For Looking Up FormIDs And EditorIDs, Comparing Files, And Making Edits.
- Notepad++ - Useful For Editing ini, toml, psc(Scripts) And Other Text File Types.
- CK WIKI: Landing Page - Reference For How Papyrus And Everything In The Creation Kit Works.
- - CK WIKI: Papyrus - Reference For What Papyrus Functions There Are And What They Do.
- FOMOD Creation Tool - Used To Create Fomods
- - Shuffler90s Fomod Creation Tool Tutorial and Samples - Used To Learn FOMODs Creation Tool