Download ALL requirements - Address Library, Papyrus Extender 5.0 or greater - and optionally, the Spell Perk Item Distributor plugin
1. Overwrite previous version with 3.7. 2. In game, wait a minute. The mod will automatically be reset and updated. 3. If that fails, try resetting the mod manually.
Be sure to uninstall the old Strange Runes patch from Ward Functionalities Extended
1. Dispel all runes (lower your hands) before changing your race. Runes may get stuck permanently if you do not. A "clear all VFX" option has been added to the MCM (under General) in case this happens.
2. Dual casting wards with ward shadows may cause the second light to detach itself onto the ground, and stay there, even after the runes are dispelled. Fixed when you leave and enter the cell.
3. Using runes with enb lights from this mod, and the magic hand effects option from ENB Lights mod can lead to overblown lights. Recommended to pick only one.
4. Dual casting spells will not cast dual cast runes if the previous rune is still active or hasn't fully disappeared.
Could you make the regular runes customizable like dual cast ones? Currently the node names for R/L hands seem to be hardcoded thus the incompatibility with Nipple magic feature of XPMSE.
Edit: it uses "NPC L Hand [LHnd]" nodes, it should use "NPC L MagicNode [LMag]" to be compatible with XPMSE.
Strange Runes - XPMSE.7z - replaced "L Hand" with "L MagicNode" and changed translation to 0,0,0 because otherwise it was fucked up. Works with all magic styles (Default+Nipple Magic) of XPMSE. Feel free to include it wherever you want.
Would there be any way to change the opacity/scale (size) of the runes? Sometimes it can be a bit obtrusive and distracting. Probably because they're generally solid colors.
Also a way for the runes to eventually disappear on their own (like with some channeled spells, or conjurations) would be nice so I don't have to sheathe to get my hands to "normal"
Is anybody having issues with Elemental Destruction Magic Redux spells not having custom runes? Changelog lists it as having air, water and earth runes but earth has fire and air has frostbite.
Anyone else having the issue where elemental destruction magic redux spells are still using shock, ice, and fire runes instead of the new air, water and earth ones?
I've been using this mod for a while and recently started a new character that was mainly stealth, but swapped to magic and the runes won't show up for some reason. They show up on an old character and on a new character, but for some reason not on this one specific character. Does anyone have any ideas?Reset mod/fx options were used multiple times and they won't show up on any spells at all
So I figured this out, if you have AE Bow of Shadows which you get from killing an assassin in Dragonreach as soon as you pick it up strange runes breaks. The fix that worked for me was downloading https://www.nexusmods.com/skyrimspecialedition/mods/60111?tab=description to fix an invisibility bug with the mod, which somehow also fixes strange runes.
I have tried countless times to get this to work. I came back to read the posts and saw this...It totally worked, I can't believe it. This has been bugging me the longest time.
Words can describe how much i thank you ahahha God bless your life my friend, I tried everything that could make sense, I uninstalled all my mods and went one by one and your comments saved my character, thank you very much
I don't know if this is a conflicting file or what, but every time I launch Skyrim and load my save, it tells me the Papyrus extender is not installed and it breaks the Strange Runes mod. I have tried every version, including 4.5.2 (which it recommended to me) and absolutely NOTHING works. Would appreciate any sort of update to this. Thanks
I am having a super specific problem, Im unsure if theres a patch for it, or way to solve it. My CandleLight spell, from Mysticism - A Magic Overhaul will not work while I hold spells on my hand. I like that the spells glow when on my hand, but then the light of candle light doenst work at the same time. Is there something I can do about that? So both mods can work together. I think the file without the ENB light means that the spells will not glow anymore, right?
Making sure I'm reading right, are you saying that the little floating "candle" stops casting light when you're holding any spells in your hand? If so, my first guess is a light limit issue. Do you have ENB Light? (Different from ENBSeries.)
Regarding the "No ENB Lights" version of Strange Runes, you can look under the download button at "Preview file contents" to see what it affects. It looks like it only replaces the casting runes. Spells from Mysticism should be unaffected and still able to glow.
It's also possible you're hitting the game engine limit on shadows, in which case there is no fix. But I'm personally running Strange Runes and Mysticism, as well as Golden Hour (ENB-enabled Candlelight replacer) and the game engine is managing. (Screenshot.) So this seems less likely.
959 comments
1. Overwrite previous version with 3.7.
2. In game, wait a minute. The mod will automatically be reset and updated.
3. If that fails, try resetting the mod manually.
Be sure to uninstall the old Strange Runes patch from Ward Functionalities Extended
2. Dual casting wards with ward shadows may cause the second light to detach itself onto the ground, and stay there, even after the runes are dispelled. Fixed when you leave and enter the cell.
3. Using runes with enb lights from this mod, and the magic hand effects option from ENB Lights mod can lead to overblown lights. Recommended to pick only one.
4. Dual casting spells will not cast dual cast runes if the previous rune is still active or hasn't fully disappeared.
Could you make the regular runes customizable like dual cast ones?Currently the node names for R/L hands seem to be hardcoded thus the incompatibility with Nipple magic feature of XPMSE.Edit: it uses "NPC L Hand [LHnd]" nodes, it should use "NPC L MagicNode [LMag]" to be compatible with XPMSE.
Also a way for the runes to eventually disappear on their own (like with some channeled spells, or conjurations) would be nice so I don't have to sheathe to get my hands to "normal"
Thank you very much Kittenberry.
God bless your life my friend, I tried everything that could make sense, I uninstalled all my mods and went one by one and your comments saved my character, thank you very much
edit: nevermind wrong version of papyrus, it was too new
Regarding the "No ENB Lights" version of Strange Runes, you can look under the download button at "Preview file contents" to see what it affects. It looks like it only replaces the casting runes. Spells from Mysticism should be unaffected and still able to glow.
It's also possible you're hitting the game engine limit on shadows, in which case there is no fix. But I'm personally running Strange Runes and Mysticism, as well as Golden Hour (ENB-enabled Candlelight replacer) and the game engine is managing. (Screenshot.) So this seems less likely.