Strange runes was working normally, all dependencies installed and up to date, using the Mysticism patch.
Then installed this mod mid-game, replacing the Mysticism patch. After loading in, rune works on equipped spell until it is sheathed or I equip something else. After that, no runes show up on any spell (tried with vanilla spells and mod spells, adept/expert spells and master spells).
Tried invisibility patch, permanent runes, with and without the Mysticism patch, problem persists.
IDK what the problem is but I hope it gets a fix (either me fixing my LO or if there's an issue with the mod, that getting fixed), because this is THE solution for strange runes! Thanks for your hard work!
FIXED EDIT: I tried deleting every single line in StrangeRunesCompatibility_KID.ini except for the two lines I wanted to change in Stormcalling.esl, and the runes worked normally, as well as the Stormcalling.esl changes that I wanted. But then I tried loading the save I was having problems with before, and it didn't work....but loading a later save (second save was inside a fort, first save was a minute before in the courtyard) I'd been doing testing on did work....no idea what the problem was, or if me deleting lines had anything to do with it or not. But it's working now lol! Leaving this up for posterity in case someone else runs into a similar issue.
I already have the sacrosanct patch installed and midgame. I don't know if i can install your mod and keep the patch? Or idk if uninstalling the patch will be bad.
I can install your mod and keep the sacrosanct patch?
The sacrosanct patch is just some record overrides that add keywords to the sacrosanct spells, so it should be fine to uninstall, or you can leave it in. It won't cause any issues with this mod.
This is the only patch I see involving Undeath - Classical Lichdom. It's for the skeleton included in XPMSSE. Is this what you're talking about, or is there another patch? If there is, link it. If that is what you're referring to, then no, I can't update it. I don't know how to work with that stuff.
Find and disable these with ";" in front or delete them in StrangeRunesCompatibility_KID.ini: Keyword = po3_RUNE_kRUNE_FROST|Magic Effect|MagicRune+MagicDamageFrost|20(0/100) Keyword = po3_RUNE_kRUNE_FROST|Magic Effect|MagicRune+MagicDamageWind|20(0/100) Keyword = po3_RUNE_kRUNE_FROST|Magic Effect|MagicRune+MagicDamageWater|20(0/100) Keyword = po3_RUNE_kRUNE_SHOCK|Magic Effect|MagicRune+MagicDamageShock|20(0/100) Keyword = po3_RUNE_kRUNE_EARTH|Magic Effect|MagicRune+MagicDamageEarth|20(0/100) Keyword = po3_RUNE_kRUNE_FIRE|Magic Effect|MagicRune+MagicDamageFire|20(0/100) You can look for any other ones using a keyword with kRUNE in the name if you want. If you are talking about the time the rune effect takes to grow to full size once it starts, that's a mesh thing I'm pretty sure, and someone else would need to do that. If anyone wants to do that, check Strange Runes for permissions. They are fairly open for things like that. If you are referring to the delay before the effect starts to grow from your hand, I'm pretty sure I've done all I can already, but part of it might also be the mesh thing. If anyone does find a way to change the speed of the animation's growth, please make the time it takes to sheath all the effects faster. They take a while some times(it especially messes with the dual cast effect).
If the rune color closely matches the color of the spell art effect, then it's compatible. If it uses the generic color changing rune or doesn't match, then it'll need a patch(some spells are meant to use this but only if their spell art doesn't closely match one of the other rune colors). Anyone interested in making patches should check out the Keyword Item Distributor description and the article I wrote about it.
If someone wants to add the keyword functionality of this mod to that mod, they would need to:
Spoiler:
Show
Compare the plugins and copy as new records all added records from my mod to that mod's
Change all the paths from the copied records that reference the old records in my plugin to their newly copied equivalent
Clean masters so my mod is no longer required
make new keywords for all the new rune spells added in that mod
add the corresponding keywords and spells to the appropriate formlists in the same order(so the keyword and it's spell are at the same index)
Add my keyword check functions I added to the rune scripts to that mods scripts where necessary
Add the changes to the mcm script I had to make to be able to add ward runes to spells
remake the _KID.ini using the new keywords
Possibly add some of the changes I made to how the runes are checked for in the rune scripts(I don't know if any would be compatible with the changes made for VR, I didn't check)
Test it and fix any bugs(which I can't do)
I might be able to do some of that someday, but I wouldn't be able to test anything, so I am really not motivated to do anything anytime soon. Also, I may have forgotten some steps, but this is at least most of what would need to be done.
Wow, ok. Thanks for the reply, I've been using this for a while and it just dawned on me that it might not be doing anything for me. I guess underskincho is working on a replacement for their strange runes vr mod. Guess I'll wait and see what they create! Thanks again!
If you had my mod override the VR one then you've been using my mod. If The VR one was overriding mine, you've been using the VR one. they'll function while overriding the other, but there's no benefit from doing that. I'm not 100% on this. I didn't check if the extra scripts included in the VR one were overrides of Strange Runes scripts, or new scripts. They might add something with my mod overriding the VR one, but not if they are new scripts referenced by the new esp because both mods replace the original plugin and rune scripts(and maybe both replace the mcm script, I know mine does). If there was a fix to another script included by the original that didn't rely on the new esp or scripts included in the VR one, it would have some benefit, but I don't know if that's the case. If it did include original script overrides that rely on the new plugin/scripts, then it would be bad to use both mods together when that script runs.
You'll find this at lines 13/14 in StrangeRunesCompatibility_KID.ini ; Add Exclude Keyword To Spells You Don't Want Runes For ;Keyword = po3_RUNE_Exclude|Spell| Remove the ":" from the keyword line and add the spells you want to exclude seperated by a ","Keyword = po3_RUNE_Exclude|Spell|SpellEditorIDOne,SpellEditorIDTwo,SpellEditorIDThree You'll have to find the EditorIDs yourself with Creation Kit, SSEEdit, or More Informative Console. You can use FormIDs if you want, but then it won't work if the FormIDs ever change(either from merging plugins or compacting forms). Also, forms need to include the plugin name(0x800~PluginNameHere.esp), so it could be an issue if that changes for any reason(like merging plugins or changing file extension to .esm, .esl). Let me know if it doesn't work for some reason.
Looks like I forgot to add that change to the main file(it was released as an mini-update), so I'll have to update for it to work, but let me make sure the EditorIDs didn't get changed before I do that.
They are the same in the new version of Better Vampires, and the invisibility exclusions are now included in v2.9.1 of the main file. Let me know if there are any issues.
138 comments
Looks like the first version of the mod is supported, but not the second at the moment.
Thank you!
Strange runes was working normally, all dependencies installed and up to date, using the Mysticism patch.
Then installed this mod mid-game, replacing the Mysticism patch. After loading in, rune works on equipped spell until it is sheathed or I equip something else. After that, no runes show up on any spell (tried with vanilla spells and mod spells, adept/expert spells and master spells).
Tried invisibility patch, permanent runes, with and without the Mysticism patch, problem persists.
IDK what the problem is but I hope it gets a fix (either me fixing my LO or if there's an issue with the mod, that getting fixed), because this is THE solution for strange runes! Thanks for your hard work!
FIXED EDIT: I tried deleting every single line in StrangeRunesCompatibility_KID.ini except for the two lines I wanted to change in Stormcalling.esl, and the runes worked normally, as well as the Stormcalling.esl changes that I wanted. But then I tried loading the save I was having problems with before, and it didn't work....but loading a later save (second save was inside a fort, first save was a minute before in the courtyard) I'd been doing testing on did work....no idea what the problem was, or if me deleting lines had anything to do with it or not. But it's working now lol! Leaving this up for posterity in case someone else runs into a similar issue.
I can install your mod and keep the sacrosanct patch?
Thank you for the hard work!
or
is their a way to have the fire rune animation come out faster?
Keyword = po3_RUNE_kRUNE_FROST|Magic Effect|MagicRune+MagicDamageFrost|20(0/100)
You can look for any other ones using a keyword with kRUNE in the name if you want.Keyword = po3_RUNE_kRUNE_FROST|Magic Effect|MagicRune+MagicDamageWind|20(0/100)
Keyword = po3_RUNE_kRUNE_FROST|Magic Effect|MagicRune+MagicDamageWater|20(0/100)
Keyword = po3_RUNE_kRUNE_SHOCK|Magic Effect|MagicRune+MagicDamageShock|20(0/100)
Keyword = po3_RUNE_kRUNE_EARTH|Magic Effect|MagicRune+MagicDamageEarth|20(0/100)
Keyword = po3_RUNE_kRUNE_FIRE|Magic Effect|MagicRune+MagicDamageFire|20(0/100)
If you are talking about the time the rune effect takes to grow to full size once it starts, that's a mesh thing I'm pretty sure, and someone else would need to do that. If anyone wants to do that, check Strange Runes for permissions. They are fairly open for things like that. If you are referring to the delay before the effect starts to grow from your hand, I'm pretty sure I've done all I can already, but part of it might also be the mesh thing.
If anyone does find a way to change the speed of the animation's growth, please make the time it takes to sheath all the effects faster. They take a while some times(it especially messes with the dual cast effect).
FROST/kFROSTSHOCK/kSHOCK in the name.I might be able to do some of that someday, but I wouldn't be able to test anything, so I am really not motivated to do anything anytime soon. Also, I may have forgotten some steps, but this is at least most of what would need to be done.
but there's no benefit from doing that.I'm not 100% on this. I didn't check if the extra scripts included in the VR one were overrides of Strange Runes scripts, or new scripts. They might add something with my mod overriding the VR one, but not if they are new scripts referenced by the new esp because both mods replace the original plugin and rune scripts(and maybe both replace the mcm script, I know mine does). If there was a fix to another script included by the original that didn't rely on the new esp or scripts included in the VR one, it would have some benefit, but I don't know if that's the case. If it did include original script overrides that rely on the new plugin/scripts, then it would be bad to use both mods together when that script runs.; Add Exclude Keyword To Spells You Don't Want Runes For
Remove the ":" from the keyword line and add the spells you want to exclude seperated by a ",";Keyword = po3_RUNE_Exclude|Spell|
Keyword = po3_RUNE_Exclude|Spell|SpellEditorIDOne,SpellEditorIDTwo,SpellEditorIDThree
You'll have to find the EditorIDs yourself with Creation Kit, SSEEdit, or More Informative Console.You can use FormIDs if you want, but then it won't work if the FormIDs ever change(either from merging plugins or compacting forms). Also, forms need to include the plugin name(0x800~PluginNameHere.esp), so it could be an issue if that changes for any reason(like merging plugins or changing file extension to .esm, .esl).
Let me know if it doesn't work for some reason.