v1.3: Changed armor to life in Binding glyph. Changed Reinforcement glyph to bludgeoning/piercing/slashing resistance. Screen shot is outdated, see desc page.
i've yet to understand how to add a new rune to the game, even if you create, you can buy, get from console commands, get from containers, drop on the ground and get it again and all that is possible from a functional loot... but as soon you reset the area via fast travel or restart the game, the rune DISAPPEAR for no reason (if installed on an equipment it also disappear)... i searched like crazy in the scripts to see if is something like the gwent cards that must be added manually in the script but no... added to all that i've come across with rune names and still the same thing... -_-
on gwent if you look the definitions and their abilities (like "EFFECT_DRAW_X2" from spy cards) and try to look around in the scripts in the redswf or in game scripts, you see no mention anywhere... like wtf? where's those coming from? something is missing (on both examples) and i don't f*#@ing know what it is... too bad.
Agree that there's a humorous aspect, but - the upgrade (don't recall it's name) that "makes all food taste like perogi" - while being funny, would be very useful -- making food twice as effective at regenerating vitality.So - does this mean that upgrade does not actually cause food to have twice the vitality regeneration (with these two new runes)? I would have used it -- for better regen of course. The only thing causing me to question making use of the mod is that someone above posted that it conflicts with the "Better Icons" mod... which I still like to use.I realize that most people have moved on, and in fact I had as well - but after seriously upgrading my hardware, and since I still believe W3 to be visually and creatively superior, vastly superior, to other games including the very latest.. well - after a 30-month break I'm back for another "go"... damn, still love this amazing game. I'll install and see for myself if there's any conflict. Another bonus is the continued efforts in modding which make W3 in many ways a new experience ... :-) Cheers!I've created some very minor "mods" and wonder if anyone would even want them - one is a single console cmd which gives the benefit of meditating without any time passage and without "cleansing" existing potion/concoction effects or toxicity. The other two are "gimmeBisonGrass()" and "gimmeDunBanner()" which are silly but fun for me... heh... noone will ever read this heh... cheers.
Does this mod still work with 1.12? I was using a different runestone mod in the past but it no longer functions with 1.12, so I thought I'd give this one a go. I like the changes here, nothing really seems overpowered.
I just found the small amount of bleed resistance completely insignificant. Bleed resistance isn't that useful. You can use the version that just adds the new runestones if you prefer the vanilla values.
Interesting, I didn't know that it wasn't beneficial enough to use on armor.
I'm already using your full mod - I was just curious to know the reason for the change of effect as that was the only major change you made in your mod.
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on gwent if you look the definitions and their abilities (like "EFFECT_DRAW_X2" from spy cards) and try to look around in the scripts in the redswf or in game scripts, you see no mention anywhere... like wtf? where's those coming from? something is missing (on both examples) and i don't f*#@ing know what it is... too bad.
I'm wondering why you changed Glyph of Binding's bleeding resistance to armor. Is the bleeding resistance ineffective when used in armor?
I'm already using your full mod - I was just curious to know the reason for the change of effect as that was the only major change you made in your mod.