Hi, I tested my mod with Reimagined and it worked. However, it's really important that Reimagined is placed at or near the top of the mod load order. If it's not, I get "failed to join" errors. To avoid these issues, ensure that my mod (which affects runed unique items) is loaded below Reimagined in the mod order.
The thing is. From what i understand , this accepts runewords only, not runes. Meaning , you need to add actual rune combo to add to items. Not a single rune or random rune is that right?
Thank you for providing the detailed screenshot! Normally, the modifiers associated with runes themselves are not applied once the runes are socketed into an item. However, it is possible that there are bugs in my code because I automatically generated all cube recipes from the runeword file.
The effects provided by individual runes are intentionally excluded. For example:
El Rune: +50 To Attack Rating, +1 Light Radius
Tir Rune: +2 To Mana After Each Kill
These effects are omitted by design.
However, what is missing here is the +20% Enhanced Damage modifier. It’s strange that this bonus is absent in cubemain.txt , even though it is present in runes.txt. You’ve indeed discovered a bug - thank you for catching this!
But it seems that you used version 1.0.3 or 1.0.3.1.
I tested it with version 1.0.4, and it appears to work correctly. The entry 'dmg% 20 20' is present in the cubemain.txt file. Additionally, all rune item runewords in this version require two steps to cube and are socketed at the end
I see. I was kinda looking forward that mana on kill :)
I am definitely using "version": "1.0.4",
But there is a bug in 1.0.4 U see, description': 'Steel - magic - Tir El', Sword or Axe or Club or Hammer or Mace has dmg% but ur script does not have it listed.
Unless what u have on ur pc as 1.0.4 differs from what is listed here ?
The reason my Runed Unique Items mod has two components is that it combines two distinct modifications into one.
First Component: A Fork of the "Runed Items" Mod This part is based on the Runed Items mod (found here), where I reused the original code but added unique items for the existing runewords. The original creator designed the runewords to avoid being overly powerful by focusing only on their core properties.
Second Component: "Unbalanced Runed Runewords" This is an additional feature that can be enabled in the settings. With this enabled, all runewords from runed.txt become available as crafting recipes. However, due to internal limitations, each crafting recipe requires two steps in version 1.0.4, as only five effects can be added per step.
I hope this explanation clarifies how the mod works and its features.
What i am trying to say is that. dmg% 20 20 doesnt exist in my cubemain.txt 1.0.4 are you saying that mod is considered "Unbalanced Runed Runewords"? In my opinion you should just move away from that. 20% is no way unbalanced under any circumstances. Neither is 1 mana per kill while we are at it. Its helpful but far from "unbalanced" i would need like 15mana per kill to get any meaningful result.
It seems to be he is just limiting results for the sake of limiting. Not balancing really.
Lore Ort + Sol Helms 1 to All Skills 2 to Mana After Each Kill This has far more effect then measly 20% dmg boost. But it shows pattern. He is choosing 2 from every runeword. At what seem to be random? Or maybe what he considers best?
2 stats from 2 runewords? 3 stats from 3 runewords?
But when you look at his runewords recipes, you realize that its rather small. And there is no other choice for enchanting 1h weapons. So you can either put Steel Tir + El Swords, Axes, Maces, Claws, Daggers 25% Chance of Open Wounds 25% Increased Attack Speed for measly 25% attack speed. Or do nothing because its not even worth the effort.
Replace all 'input 1': 'mace,mag' with 'input 1': '"mace,mag"' I had the same issues with my fork of the mod. The double quotes make sure (mace,mag) stays under the input 1 column as a single string and doesn't split as 2 separate inputs (mace) and (mag).
Also for unknown reason Socket Punching mod makes some runewords not applying at all.
This issue should be fixed in version 1.0.4.1 for Linux users. As far as I know, it doesn't affect Windows users, so updating from 1.0.4 to 1.0.4.1 isn't necessary.
It should work, as it worked when I tested it. However, some others have experienced issues. I would appreciate your feedback on whether it works for you or not :).
i tried making a runeword white correct runes in bonewand and for some reason something might be glitched cause i transmuted the runes into usable ones from stackable runes mod or the runewords enhanced mods or something any fixes?
I’m not sure what you mean by "glitched." Does the mod not work at all, or is it behaving in an unexpected way?
I tested it with the Stackable Runes mod, and as long as the runes are not included in the stackable mod, everything worked fine. I couldn’t find the Enhanced Runewords mod - could you please provide a link to it? If you’re using custom runewords, it’s important to make sure that "Runed Unique Items" is placed at the end of your mod list in D2RMM. Otherwise, the new runewords might not be recognized.
Hi! It depends on what specific features you're asking about. Currently, only these are fully compatible with Eastern Sun:
Runed unique items
Charm Craft
Clean items
All my other mods should work, but they might have occasional bugs because Eastern Sun modifies some core game mechanics that shouldn’t normally be altered by mods.
Do you have any specific requests or ideas you’d like to discuss?"
I understand. Therefore, I created an additional bug fix for runed unique items in Eastern Sun Resurrected. I also successfully tested charm craft with Eastern Sun. Although there are some missing string errors at the start, the mod worked, and the game has not crashed since version 3.1.6.
You're right - not many mods are compatible with Eastern Sun, but it's a great mod nonetheless!
22 comments
Can u make a version for reimagined please?
Meaning , you need to add actual rune combo to add to items. Not a single rune or random rune is that right?
--Edit
i was right.
This is Re-Imagined wiki for runes
Using a simplest runeword to test.
Runeword: Steel
Runes: Tir (3) + El (1)
Sword or Axe or Club or Hammer or Mace
And it works. Although its missing some mods? Item stats limit perhaps?
+2 to Mana after each Kill
50 to Attack Rating
1 to Light Radius
Left is duplicate i had in my stash , Right is Runed item
The effects provided by individual runes are intentionally excluded. For example:
- El Rune:
- Tir Rune:
These effects are omitted by design.+50 To Attack Rating, +1 Light Radius
+2 To Mana After Each Kill
However, what is missing here is the +20% Enhanced Damage modifier. It’s strange that this bonus is absent in
cubemain.txt
, even though it is present inrunes.txt
. You’ve indeed discovered a bug - thank you for catching this!But it seems that you used version 1.0.3 or 1.0.3.1.
I tested it with version 1.0.4, and it appears to work correctly. The entry 'dmg% 20 20' is present in the cubemain.txt file. Additionally, all rune item runewords in this version require two steps to cube and are socketed at the end
I am definitely using "version": "1.0.4",
But there is a bug in 1.0.4
U see, description': 'Steel - magic - Tir El', Sword or Axe or Club or Hammer or Mace
has dmg%
but ur script does not have it listed.
Unless what u have on ur pc as 1.0.4 differs from what is listed here ?
- First Component: A Fork of the "Runed Items" Mod
- Second Component: "Unbalanced Runed Runewords"
I hope this explanation clarifies how the mod works and its features.This part is based on the Runed Items mod (found here), where I reused the original code but added unique items for the existing runewords. The original creator designed the runewords to avoid being overly powerful by focusing only on their core properties.
This is an additional feature that can be enabled in the settings. With this enabled, all runewords from
runed.txt
become available as crafting recipes. However, due to internal limitations, each crafting recipe requires two steps in version 1.0.4, as only five effects can be added per step.dmg% 20 20 doesnt exist in my cubemain.txt 1.0.4
are you saying that mod is considered "Unbalanced Runed Runewords"?
In my opinion you should just move away from that. 20% is no way unbalanced under any circumstances.
Neither is 1 mana per kill while we are at it.
Its helpful but far from "unbalanced" i would need like 15mana per kill to get any meaningful result.
It seems to be he is just limiting results for the sake of limiting. Not balancing really.
Lore
Ort + Sol
Helms
1 to All Skills
2 to Mana After Each Kill
This has far more effect then measly 20% dmg boost. But it shows pattern. He is choosing 2 from every runeword. At what seem to be random? Or maybe what he considers best?
2 stats from 2 runewords?
3 stats from 3 runewords?
But when you look at his runewords recipes, you realize that its rather small. And there is no other choice for enchanting 1h weapons. So you can either put
Steel
Tir + El
Swords, Axes, Maces, Claws, Daggers
25% Chance of Open Wounds
25% Increased Attack Speed
for measly 25% attack speed. Or do nothing because its not even worth the effort.
'input 1': 'mace,mag'
with'input 1': '"mace,mag"'
I had the same issues with my fork of the mod. The double quotes make sure (mace,mag) stays under the input 1 column as a single string and doesn't split as 2 separate inputs (mace) and (mag).
Also for unknown reason Socket Punching mod makes some runewords not applying at all.
I’m not sure what you mean by "glitched." Does the mod not work at all, or is it behaving in an unexpected way?
I tested it with the Stackable Runes mod, and as long as the runes are not included in the stackable mod, everything worked fine. I couldn’t find the Enhanced Runewords mod - could you please provide a link to it? If you’re using custom runewords, it’s important to make sure that "Runed Unique Items" is placed at the end of your mod list in D2RMM. Otherwise, the new runewords might not be recognized.
- Runed unique items
- Charm Craft
- Clean items
All my other mods should work, but they might have occasional bugs because Eastern Sun modifies some core game mechanics that shouldn’t normally be altered by mods.Do you have any specific requests or ideas you’d like to discuss?"
You're right - not many mods are compatible with Eastern Sun, but it's a great mod nonetheless!
D:\D2RMM 1.7.3\mods\RunedUniqueItems