Skyrim Special Edition
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Flipocles

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98 comments

  1. Sourceoflife
    Sourceoflife
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    Is this mod causing this for me in Resaver?
    Frame count
    <a href="script://po3_runedetectnpccasting">po3_runedetectnpccasting</a>
    occurs the most often as a stack frame (39133 occurrences)</p>
    1. Flipocles
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      Probably. Let me look into it, but that does look like it's from this mod. I'm not sure if my changes caused it or not. I'll try to recreate it and test with and without my updated version of the NPC script. Where does that show up in Resaver? When you load or in one of the folders?
      Edit: So far I haven't noticed the NPC script instances accumulating, but I'll try to keep looking into it. I'd still like to know where in the resaver that read out came from.
    2. Flipocles
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      I need to know a few things. Did you install this mod on an existing save that was already using Strange Runes, install both at once on an existing save, or was this a new game? Are those scripts suspended, and if so does it say any info on what function they are stuck on or anything useful like that? I really want to figure this out and try to add safeguards to prevent something like that. 39k is so many.
    3. Flipocles
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      I added a check in v2.9 to kill the npc script if papyrus util isn't working or the json isn't readable, so hopefully that will stop this from happening in the future. I couldn't replicate though, so I don't even know what else could have caused it. Let me know if those scripts were suspended and if so, give me the functions they were stuck on please.
    4. Sourceoflife
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      YES, Likely! 
      I'm an idiot in that regard, I add/remove mods :(

      But I experienced the same thing with a clean save (New save, new character), using the same mod list. 
      Already in abandoned prison I experienced these errors.

      However I reinstalled strange runes and this mod, and that seems to have solved my problem. 
      Maybe all the different updates or something messed up my mod list og game. Not sure.
      But I've played the game up til riverwood and still no errors on resaver. So reinstalling Strange runes and this mod, solved my problem.

      Now I'll try to update the mods ( I see this mod has an update now) and see what happens.
  2. Cwronaga2167
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    Would it be possible to get a patch that makes the Ordinator "mage ward" perk use the runes that a cast ward would? The perk uses the default ward and there aren't really any good alternatives. 

    Ps; there is a bug that causes mage ward to activate on top of a cast ward forcing the spell to cancel (not your problem but a suggestion would be great)
    1. Flipocles
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      I'll try to look into it when I get a chance.
    2. Cwronaga2167
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      Awsome thanks! And if you get a chance to look at the cause for that bug it would be great since Enei doesn't really support his older mods that often. 
    3. Flipocles
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      I finally got around to it. v2.9 has the option to use Strange Runes' Wards for Ordinator's Mage Ward Perk Ability. I also looked into that issue where the wards wouldn't stay cast if Mage Ward was up, and it seems to only affect wards with magnitude fewer than 101. I tested it and even though the magnitude for Mage Ward was 100, changing it seemed to have no effect. Only raising the magnitude of a ward to 101 or more would fix the issue. Someone else should probably test and see if this is how it always works or if it was just something I had installed changing the behavior.
  3. ApocryphaNG
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    Keyword = po3_RUNE_MagicInvisibility|Magic Effect|MagicInvisibility,-EditorIDOfTheEffect

    can perks also be excluded if I add in the editor ID using the example above?

    I know better vampires conflicts with strange ruins because one of the "Special Feeding" perks adds invisibility spell
    disabling it in MCM fixes the problem
    1. Flipocles
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      You need to find the editorid of the magic effect of the spell that the perk adds. You can’t use the spell or perk’s editorid. If you tell me what it is, I’ll add it to future versions.
    2. ApocryphaNG
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      Been awhile and I forgot to come back to this lol. here's the editor ID's shown in xedit you can also just delete the keywords entirely to fix the issue with Better Vampires.

      Spoiler:  
      Show

    3. Flipocles
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      Thank you. I excluded them from the po3_RUNE_MagicInvisibility distribution and uploaded a mini-update, so they shouldn't cause any problems for Better Vampires users.
  4. accretia00
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    how do i make this compatible with Shadow Spell Package and some other mods that are not working properly? the runes appear, but they don't have 1 color(it changes between various colors) and they emit white color when charging and it doesn't match with the spell color.
    1. Flipocles
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      Adding this to the _KID.ini should cover Shadow Spell Package:(I didn't spend a lot of time testing this so there may be some spell runes that don't match hand fx, let me know if this is the case)
      ;Shadow Spell Package
      Keyword = po3_RUNE_kBANISH|Spell|ShadowSpellPackage.esp,-_SSPShadowbolt01,-_SSPShadowRune|20
      Keyword = po3_RUNE_kSHOCK|Spell|_SSPShadowbolt01,_SSPShadowRune
      Keyword = po3_RUNE_kSOULTRAP|Spell|ShadowSpellPackage.esp|21
      Keyword = po3_RUNE_kBOUNDWEAPON|Spell|ShadowSpellPackage.esp|19
      Keyword = po3_RUNE_kBANISH|Scroll|ShadowSpellPackage.esp,-_SSPScrollShadowbolt,-_SSPScrollShadowboltHigh,-_SSPScrollShadowRune
      Keyword = po3_RUNE_kSHOCK|Scroll|_SSPScrollShadowbolt,_SSPScrollShadowboltHigh,_SSPScrollShadowRune
      This spell mod had a few spells/scrolls that used a shock effect, so I had to exclude them from the .esp distribution and add them to one that used the shock rune keyword. They also had one that uses purple and pale green, but I left it with the rest. This mod was easier than ones that have many different spell hand fx which are sometimes easier to distribute through magic effects(but still very tedious).
      In the description for my mod under the spoiler for "Rune Keywords By Approximate Color:" you can find the keywords you need to distribute sorted by color. For other spell packs you'll have to figure out what runes match closest to the spells and distribute them in a similar way if all or most of the spells for each school should use the same rune. If not, you'll need to use more advanced distributions. You can use the way I did Mysticism and many others in the included _KID.ini as an example. Check Keyword Item Distributor (KID) description for details on what the numbers on the end do and more.(Specifically check the "List of archetypes", "Magic Effect", and "Spell/Enchantment/Scroll" sections on the KID description page)
      I suggest using SSEEdit or More Informative Console for finding the EditorIDs of spells/scrolls/magic effects.
    2. accretia00
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      thanks a lot. i asked cause it's confusing me cause of this: Keyword = po3_RUNE_kSHOCK|Spell|_SSPShadowbolt01,_SSPShadowRuneKeyword = po3_RUNE_kSOULTRAP|Spell|ShadowSpellPackage.esp|21the shock rune only has the 2 spells but the soul trap rune has the whole .esp. another part that confuses me is the 21, 19, etc numbers in the end and the (0/100). what are those used for?
      another part that confuses me is when you choose Spell and when Magic Effect? i look the Mysticism, and some runes are like this Magic Effect|MAG_MagicShieldPoison, while others like this Spell|MAG_Slowfall
      if i want to add runes to ritual cast master level spells, how i do this? can you give me 1 example?
      i have merged a few spell mods(i don't want to use all the spells from these mods so i merged them in 1 ESP to save ESP slots). i have to do it like Mysticism right?
    3. Flipocles
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       It's mostly explained at the beginning of the previous reply and on the KID description page(which was also mentioned in the previous reply). The reason I switch between magic effect and spell is because some magic effects cover many spells and scrolls, so it can be easier for distribution. The reason I use .esp some times is that it's way easier than doing it any other way, but only works if all or most of the spells of each skill have same casting art and would all match same rune. Unless you're on VR or LE(which I didn't think my mod worked for either), you can just compact the mods' FormIDs and flag them as esl. Avoid Follower mods, make sure you have all the plugins which have the mod you are compacting as a master loaded when you do it and ignore the custom cell warning unless you have more than one other plugin editing that cell.
    4. Flipocles
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      " i look the Mysticism, and some runes are like this Magic Effect|MAG_MagicShieldPoison, while others like this Spell|MAG_Slowfall" - those are the EditorIDs of keywords included/used by those spell packs.
      "if i want to add runes to ritual cast master level spells, how i do this? can you give me 1 example?" - I already do this on the first distribution in the StrangeRunesCompatibility_KID.ini.
      Spoiler:  
      Show
      ; Add Ritual Keyword To All Master Level Magic Effects
      Keyword = SR_RS_Exclude|Magic Effect|InstantDeathCO
      Keyword = po3_RUNE_RitualSpell|Magic Effect|-SR_RS_Exclude|-1(76/100)
      Keyword = po3_RUNE_RitualSpell|Magic Effect|-SR_RS_Exclude|18(76/100)
      Keyword = po3_RUNE_RitualSpell|Magic Effect|-SR_RS_Exclude|19(76/100)
      Keyword = po3_RUNE_RitualSpell|Magic Effect|-SR_RS_Exclude|20(76/100)
      Keyword = po3_RUNE_RitualSpell|Magic Effect|-SR_RS_Exclude|21(76/100)
      Keyword = po3_RUNE_RitualSpell|Magic Effect|-SR_RS_Exclude|22(76/100)

      Also, unless you want different level spells to use different color runes, this would be pointless. This example already ensures that all master spells get the ritual keyword and use ritual runes instead of regular ones. If you want a spell that is using a master rune to use normal ones, add it's EditorID to this line in the _KID.ini or make a new _KID.ini with it.
      Keyword = SR_RS_Exclude|Magic Effect|InstantDeathCO
  5. CurvingFyr3
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    I just wish there was an option to turn off the runes for specific spells lol
    1. Flipocles
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      Sorry for late reply. The closest thing to that is adding the po3_RUNE_MagicInvisibility keyword to the magic effect like so:
      Keyword = po3_RUNE_MagicInvisibility|Magic Effect|MagicEffectOnesEditorID,MagicEffectTwosEditorIDYou just need the EditorIDs of the magic effects you want to exclude and add the above line(With the actual EditorIDs replacing the examples) to the existing StrangeRunesCompatibility_KID.ini or make a new one that ends in _KID.ini
    2. CurvingFyr3
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      Holy s#*!, thanks. Not sure how to find keywords for specific spells, but I'm sure I can find out. 
    3. Flipocles
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      You need the EditorID of the Magic Effect the spell uses, not a keyword. The code I showed was how to distribute the keyword to the magic effect. If you can use SSEEdit, select the spell and it will show the magic effect(s) attached to it. Adding The Magic Effect EditorID in place of "MagicEffectOnesEditorID,MagicEffectTwosEditorID " will stop all spells using it from showing runes. You could also use More Informative Console to check the equipped spell in game(use Tab to select options in console) to find the EditorID(s) of It's Magic Effect(s). If the Spell(s) have more than one Magic Effect, try to pick one only it uses.
    4. CurvingFyr3
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      I can probably manage getting SSEEdit to work to that extent, so long as I don't have to actually edit anything. I'm just glad that I can use an .ini, I'm petrified of editing plugins lol
    5. Flipocles
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      Now that I've been thinking about it, I don't think this will work cause it only hides runes while the player is affected by a magic effect with the po3_RUNE_MagicInvisibility keyword. I'll have to add something to the rune conditions in the Creation Kit. I will try to make it spell EditorIDs instead of Magic Effect EditorIDs, so you can more accurately choose what to exclude.
    6. Flipocles
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      v2.8.4 now has the ability to exclude spells by EditorID or esp/esm/esl. Just add the following to a custom _KID.ini or the included ini.
      Keyword = po3_RUNE_Exclude|Spell|SpellOnesEditorID,SpellTwosEditorID
      or
      Keyword = po3_RUNE_Exclude|Spell|SpellModsName.esp
      Mae sure you have the proper file type for the mod when using second example(eg don't use esp if it's an esm or esl)
      It would be best to make your own _KID.ini so you don't have to edit it every time I update.
    7. CurvingFyr3
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      Oh s#*!, that simplifies things so much, thanks!
  6. hoangdai94
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    ❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️
  7. sajedbadir
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    for some reason, wheneaver I cast an abyss spell, I get this weird green glow around me instead of a dark one. I would appreiciate any help with this issue
    1. Flipocles
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      Sorry for late reply. I am not sure what could cause this unless the rune I chose for the abyss spells has that green glow as part of it or it's an issue separate from this mod. If it is this mod, I would need to choose a different rune probably or alter the .nif files(which I barely understand and can't test for ENB versions). I'll try to get my Skyrim up and running again and look into it.
  8. Shredz426
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    Currently on v.1.6640

    I have this loaded after all mods (no conflicts) and I get "Issue Reading StrangeRunesCompatability.json" popping  up in game everytime I bring up magic. The runes have all disappeared as a result.
    1. Clas5ical
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      Same here. On whatever the latest version of the game is, and it is doing the same thing. No strange runes are popping up anymore and having the same json error. Tired reinstalling, sorting with LOOT, etc. nothing seems to change it other than just disabling the mod.
    2. Flipocles
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      Sorry for the late reply, I've been taking a break and just recently noticed. Make sure PapyrusUtil SE - Modders Scripting Utility Functions is installed and working properly. That message means it is not working or the .json file is somehow in the wrong directory or was altered somehow which is unlikely.
  9. mtsupreme
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    No change for esl?
    1. Flipocles
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      What esl?
    2. mtsupreme
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      Lol.Espfe
    3. Flipocles
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      What ESP-FE?
    4. mtsupreme
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      Lol. Thanks for mod
  10. OopsSteve
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    This mod, it seems, causes the right hand spell in vampire lord form to only be used once... I'm using the sacro.
    1. Flipocles
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      I'll try to figure out why when I get a chance.
    2. OopsSteve
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      Thank you! It's really helpful.
    3. Flipocles
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      It should work now. For some reason KID wasn't able to distribute the keyword to vampire lord spells, so I changed it to distribute them to the magic effects, and that seems to have fixed it.
    4. OopsSteve
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      Thank you so much! Bravo!
    5. Snortberry
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      I have the same problem, but I use Scion. New version doesn't fix the problem.