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Took way more effort than I thought :D
I hope it works!
Good question. I am not sure, I wasn't playing long enough before it was changed. I think only the high tier equipment had slots.
And only on weapons, necklace, and body armor of course. You can get this also with my mod. Just read the FAQ on what to activate.
TL;DR only use this: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1188035273
Last time I checked it was compatible. Tell me if anything has changed.
Yes, the game-engine handles them as epic equipment.
A lot of mods no matter how simple or complex can introduce a little power creep here and there, might not be much, but before you know it...6-7 "little" changes can easily creep into overkill territory.
All I was doing was considering a playthrough that enforced a self-limiting idea...to see if I could grind through Tactician mode with the challenge of not using "magic" items or spells, but not being a total masochist the plan was to rely on runes to tailor make gear for specific build ideas to help facilitate the playthrough.
I do not think that 3 slots are too much. Rune slots in DOS2 replace the crafting enhancements of DOS1 which you could put all 4 (fire, water, earth, electricity) into every item. Rune frames maybe tip the scale, but honestly when you can finally afford these, the extra points are not as impactful anymore.
However, I do agree that you can play any way you want, so please read the FAQ on how to not get rune slots on everything.
(Basically, just use this stand-alone: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1188035273 )
@Fumihiko wow thanks for fixing that so fast, will try that out
Not sure how that update process works. For me I deleted the Mod in \\MyDocuments\Larian Studios\Divinity Original Sin 2\Mods, after that it automatically loaded the new version 1.0.1.
PS: If you only want the rune slots on vanilla items, just activate the 3 dependencies, but not the RuneSlot mod.