So I duplicated the Disintigrate magic effect, change it to Target Location under Delivery to make it work with Rune spells, and then apply said effect to the Spell record for Shock Rune. Also change the Projectile type of my new Disintegrate effect to RuneLightningProjectile so that it works exactly the same as the Rune. All other aspects of the Disintegrate effecthave been matched to the original Rune effect (checkboxes and keywords).
Everything works as planned, low-health enemies get disintegrated just like they would with other shock spells now and the Rune still functions as normal, sits inactive on the ground until hit by another spell or an enemy touches it (before I changed the projectile type the rune would just go off immedietly).
WIth one annoying detail. The Rune decal now gets "stuck" on certain surfaces and will not go away, not after triggering the rune nor casting a new rune. Its only the visual effect of the Rune that stays in place, the "leftover" isn't a functional Rune that explodes when hit or an enemy gets near. It disappears correctly on floors and certain walls, but on other surfaces (namely the pillars of the nord crypt where I'm testing) the decal becomes permanent. I can "paint" the entire pillar with lines of rune markings from repeated castings.
So I figured somehow the extra rune decal thats being applied by the new Disintegrate effect is getting stuck. Went in and duplicated the RuneLightningProjectile entry, left the explosion data the same but removed the Art File and set the decal to none. Set the Disintegrate effect to use that entry instead, which should theorhetically make an exploding rune surface without a decal.
And that somehow made it worse. With that change in effect, the Rune pattern now sticks to every surface every time. Now its not just the pillars, I can paint the entire room with Rune decals.
So I guess that means its the original Rune decal that is getting stuck. But why? I didn't change anything about the original magic effect and the only change I applied to the spell was to add a second effect, didn't change any values of the original. Did I mess up some passive script that "cleans" the Runes?
I repeated the entire process with Deep Freeze and the Frost Rune with the exact same resaults, so I know its not just because Disintegrate has an extra script attached to it (that leaves an ash pile), because Deep Freeze has no script at all.
If anyone has a clue how Runes work and why the decal is getting stuck, I'd appreciate the feedback. As it is, I've tried everything I can think of with no resaults.
On a side note thats possibly related to this issue, if anyone knows what limits Runes to 1-at-a-time and where tha value is found, that would be helpful too. I'm considering adding another perk (or maybe modifying the current Rune-related perk) so that you can have 2 or 3 runes active at a time.
