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.
I reinstalled the papyrus extender and it seems to be working now, I am however still trying to figure out why the runes seem to be stuck to my hands even after sheathing my weapons/ magic
I have a question so, it's clear some spells have a different strange rune, I was wondering is there a way to configure a spell in sseedit or somewhere to insure a specific spell I'm using, uses the strange rune I want it to use? Wildwaker has a cool spell called Reaper, but it has an ugly redish-pink/purpleish-blue/orange cycle rune, I'd prefer if it was green like some poison spells seem to be.
I'm getting the same issue. I've never been able to get this mod to work though. lol. I'm not completely ignorant either. I've installed all the dependencies and everything. At least this time the runes showed up when casting a Lesser Ward, but not on my hands, only the ward itself was the runes.
These 2 messages are appearing to me and my mod doesn't start correctly, I didn't find any patch for this mod, I have all the requirements and it still doesn't work, it was working and suddenly it stopped, it doesn't even start with a new game
1028 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.
for example, a restoration spell
there should be such a basic function
Wildwaker has a cool spell called Reaper, but it has an ugly redish-pink/purpleish-blue/orange cycle rune, I'd prefer if it was green like some poison spells seem to be.
i have the following Problem. The Mod Works perfectly after Decades of gaming.But suddenly after installing some new mods ,comes a Message.
Unknown error;check JSON syntax.
Have anybody a solution?
Issue Reading StrangeRunes Compatibility.json
These 2 messages are appearing to me and my mod doesn't start correctly, I didn't find any patch for this mod, I have all the requirements and it still doesn't work, it was working and suddenly it stopped, it doesn't even start with a new game