Skyrim Special Edition
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Migck

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miguick

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About this mod

This mod sums up the audit I've done on the 6 rune spells in the standard game, bringing them in line to work without noticeable errors they presented. It also ups the max number of placeable runes to 3 to allow for minimally effective ambushes by the player.

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Rune Spell Fixes and Tweaks

This mod recollects all the work I've done to correct the rune spells from vanilla and Dragonborn, so that they work in a standardized way with each other and with the rest of the game's spells.

The new Ash and Frenzy runes from Dragonborn, in particular, were made in a convoluted way that could confuse and limit various game mechanics like perks and skill experience when using them. The elemental runes also failed to benefit from the relevant Destruction perks, which further limited their usefulness compared to other spell types.

So what is changed in this mod:
  • Frost Rune no longer gets an extra 40 dmg bonus compared to the other runes, but deals 4 times more stamina damage and is now able to apply the Deep Freeze perk on enemies under 20% HP that trigger it. The frost rune traps placed in the game world were also given the Slow effect that Frost Rune and other frost spells usually have. Fire and Shock Rune also benefit from the Intense Flames and Disintegrate perks respectively.
  • Elemental rune explosions also disregard LOS checks, like the Dragonborn ones. This makes covering from them past a corner not effective, but ensures their effects are always applied to those in range regardless of oddities in the floor geometry.
  • Frenzy Rune now applies its effects directly, instead of by an enchantment proxy. It is now correctly affected by all the perks that can affect Frenzy, like Rage, and the UI can now reflect any dynamic changes to it by those. Ash Rune also drops the enchantment proxy.
  • Plus, Frenzy Rune suffered an issue due to how keywords work, in that it was capable of dispelling any other running effects on the target with the MagicRune keyword (namely Poison Rune). This is due to the various influence effects having the flag to dispel any other effects with their same keywords when they start affecting the target. To solve this, the Frenzy Rune effects no longer have the MagicRune keyword, but thanks to a little hack with SSEdit, the Frenzy Rune spell does, and can still be correctly affected by Rune Master perk and the like.
  • Frenzy, Ash and Poison Rune now use the correct casting sounds for their magic school, instead of all of them reusing the Fire Rune ones.

And as a final tweak, I've upped the number of runes you can have placed at once to 3. This allows to set up a rune ambush trail with a minimum of preparation, instead of having to rely on fleeing or direct rune attacks.

This mod uses no scripts whatsoever, drop into/remove from Data to install/uninstall. It is made for vanilla Skyrim, no idea about other mods. Feel free to use however you like.