Rune Spell Fixes and Adjustments

by miguick·v1.0·Updated 2018-07-31

This mod summarizes the audit I did on the 6-rune spells in Standard play, making them work without obvious bugs. It also increases the maximum number of replaceable runes to 3 to allow for minimal effective ambush by players.

Screenshots 2 screenshots

About this mod Machine translation

This mod summarizes the audit I did on the 6-rune spells in Standard play, making them work without obvious bugs. It also increases the maximum number of replaceable runes to 3 to allow for minimal effective ambush by players.

Runes Spells Fixes and Tweaks

This mod recalls all the work I did to correct the vanilla and Dragonborn rune spells so that they work in a standardized way with each other and with the rest of the game's spells.

The new Ash and Madness runes from Dragonborn, in particular, are available in a convoluted way that may confuse and limit various game mechanics such as perks and skill experience using them. Elemental runes also do not benefit from the associated destruction perk, which further limits their usefulness compared to other spell types.

So what changes in this pattern:

The Frost Rune no longer receives an additional 40 dmg bonus compared to other runes, but does 4x the stamina damage and can now apply Deep Freeze Empowerment to less than 20% of enemies that trigger the skill. Fire and Shock runes also benefit from the additional benefits of intense fire and disintegration respectively.

Elemental Rune Explosion also ignores los checks, like Dragonborn. This makes them ineffective through cover in a corner, but ensures their effect always applies to those within range, regardless of weird floor geometry.

The Rune of Fury now applies its effects directly rather than as an enchantment agent. It is now properly affected by all the perks that can affect madness, such as rage, and the UI now reflects any dynamic changes to it made by these people. Ember runes also reduce enchantment agency.

Additionally, Rune of Madness suffers from the way the keyword works, as it is able to negate any other running effects on the target with the MagicRune keyword (i.e. PoisonRune). This is due to the different impact effects, making the flag cancel any other effects with the same keyword when it starts affecting the target. To fix this, the Crazy Rune effects no longer have the MagicRune keyword, but thanks to SSEdit, the Crazy Rune spells do and can still correctly affect Rune Master benefits etc.

The Fury, Ash and Poison runes now use the correct casting sounds for their schools of magic, instead of all of them reusing the Fire rune's sounds.

As a final tweak, I increased the number of runes you can place simultaneously to 3. This allows setting up a runic ambush path with minimal preparation, rather than relying on escape or direct runic attack.

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
符文法术修正和调整
File size
2.5 KiB
SHA-256
512384ccc0f911dc1762f6dd90ae857e0cc60a57cedd3273aa14e48beed820ff
Stored at
2026-10-07 23:50