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Description
REQUIREMENTS
SKSE64
powerofthree's PapyrusExtender 4.5.2 or above
Spell Perk Item Distributor
Address Library for SKSE Plugins
DESCRIPTION
Glowing runic circles will instantly appear from your hands when casting spells and scrolls. They emit light. Runes will automatically dispel themselves on sheathing them or if sneaking or turning invisible (this can be toggled on and off in MCM).
NPCs can also cast runes. This can be disabled if needed.
There are over 55 different types of runes based on the spell being cast. It is also compatible with every single spell mod by default, with additional support for Apocalypse, Arcanum, Elemental Destruction Magic Redux, Mysticism, Lost Grimoire of Skyrim, and Forgotten Magic Redone. No patches needed.
This has been tested with Magiska, New Animation For Magic Casting, Mystic Knight, and Finally First Person Magic Animation mods. Other animation mods will probably be fine at the risk of some clipping.
3.5 introduces dual cast runes, where a single rune will appear in front of the player when dual casting. This rune can be customized (a first)
using the MCM. The rune's attached node, translation, rotation, and scale can be controlled in real time.
Comes with options for 1K textures/ENB lights.
PATCHES
Ward Functionalities Extended's patch for Strange Runes is outdated! Do not install it since it will break this mod.
CHANGELOG
3.7 - 3.6
3.5.1 - 3.5
3.0
2.50 - 1.0
2.5.1
- Fixed master rune animation
2.5
Additions
- Runes give off ENB cast light
- New rune for banish type spells
- Options to change light radius, brightness + enable shadows for ritual and ward runes in MCM
- Option to keep runes on while sneaking
- Added stats page to show list of NPCs detected by this mod
- Some fixes added in MCM for users that couldn't get runes to show.
Changes
- Individual lights for normal, ritual and ward runes
- Overall light radius increased
- Ritual rune size was increased by 75%
- Frost runes have new particle effects
- Ritual fire and frost runes have new particle effects
- Improved fire rune particle sparks
- Several colour and lighting tweaks to most runes
Fixes
- fixed dual cast stagger perk when dual casting runes
- fixed UV distortion present on all runes
- optimization pass on all runes, reduced nif size by 50%
- 1k texture pack didn't have correct paralysis rune texture
- minor MCM corrections
2.0
Additions
- Ritual spell support (with custom animations for when casting is interrupted)
- Ward spell support (runic circles will only show up for vanilla and mod spells that use the same ward magic effect)
Changes
- Spell and ward runes use additive blending
- 25% smaller runes
- Runes moved closer to hand
- Start animation of runes sped up by 40%
- Removed animation delay for normal spell runes
- Fire runes have particle effects
- Paralyse runes have new textures
- Light radius decreased by 50%
Fixes
- fixed incorrect nif flags
- fixed bugs where some runes would be cast on the wrong hand
- centered position of sun rune
- minor MCM corrections
- stopped keypress from triggering alias refresh if console menu was active
1.0
- Initial Release
NOTES
This mod works by checking for magic keywords/spell archetypes/actor values and resistances. Generic runes will be cast for spells that cannot be identified properly.
Three options for ward spells - vanilla, with light/blue runic circles/amber runic circles with fire sparks.
INSTALLATION
Place this after anywhere in your load order.
Install using Vortex/Mod Organizer.
UPGRADING
Overwrite previous version, load game and click Reset Mod in the Strange Runes MCM.
CREDITS
ObsidianDawn for the arcane circle brushes used (Brushes II and III).
achintyagk for their snowflake texture.
Anton0028 for their behaviour file creator.
skepmanmods for their Master Ward hand nif.