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The Munchkin Lord

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Wieldable Torches v.1.01 A modification for The Elder Scrolls IV: Oblivion by The Munchkin Lord Description =========== This mod will enable your character to wield torches as weapons (and switch back to normal use again). No purchase necessary. When used as weapons they are useful for shedding light,

Permissions and credits
Mirrors
Wieldable Torches v.1.0
A modification for The Elder Scrolls IV: Oblivion
by The Munchkin Lord

[excerpt from the Readme follows]

Description
===========
This mod will enable your character to wield torches as weapons (and switch back to normal use again). No purchase necessary. When used as weapons they are useful for shedding light, but have the added bonus of being able to set your opponents on fire, giving new meaning to the phrase, "Go to (heck yes)!"

There is also a "plug-in" system available that can add new features such as brighter light, more fire or weapon damage, giving wieldable torches to enemies, or adding the features of a mod called "Drop Lit Torches in Combat".

Usage (Players)
===============
While in your inventory/misc menu (in-game), equip a standard torch. This will pop up a window giving you the choice to equip it as a normal torch or to equip it as a weapon. If you choose to use it as a weapon it will become a "Battle Torch", hence forth equippable from your inventory/weapon menu. To make the "Battle Torch" function as normal torch again, drop it, pick it back up, equip it from your inventory/weapon menu and make the appropriate choice in the window that pops up. It's actually quite simple once you get the hang of it, and you can switch back and forth as often as you like using this method (drop, pick up, equip from inventory menu). You can only switch the torch's function from your INVENTORY MENU; this way you will still be able use a "hot key" slot for torches without having to make a choice every time you equip it.

When you have a stack of torches (weapons or normal), sometimes if you click on the stack to equip one, it will not ask you to switch modes. This is because the one on top of the stack has already had its function assigned by you. There is no way to separate the torches you have already selected from the ones that you have not, so if you want to make the switch again, just drop one and pick it back up. The one you just picked up should then be on the top of your stack and, when equipped, should give you the choice again.

Note: There will be a small delay (2 frames) after switching the torch's function (normal/weapon), the actual real-time length of which is determined by the speed of your computer. Make sure your character's paper-doll (3D model) is displaying the torch (either type) before you exit the inventory menu. It should only take a fraction of a second to swap and equip, and you shouldn't even notice the delay, but this mod has not been tested on a machine running at less than 2 Gigahertz, so your delay time may vary.

About the plug-in system located in the archive's "Plug-in" directory:

With the plug-in system you can add new features to this mod, including brighter light, white light, more fire damage, more weapon damage, adding the "Battle Torch" to enemies, and the possibility of incorporating the features of a mod called "Drop Lit Torches in Combat". See the Readme (TML_WieldableTorches_v10_Plug-in_Readme.txt) included in the archive's "Plug-in" directory to learn how to use the system.

Usage (Modders)
===============
If you wish to incorporate any features of this mod into your own, please make use of the Contact information given at the end of this Readme or, in the future event that I am unavailable to answer your request, at least give credit where credit is due ;).

Weapon statistics and game balance
==================================
The "Battle Torch" weapon is similar to a club in physical dimensions but, since torches were not necessarily designed to deliver or withstand the punishment of battle, does only about half the Base Damage and only has half the durability. It does however have one advantage over the standard club: it's on fire :) Upon striking an opponent the torch flares up, delivering one point of Fire Damage to a range of three feet and setting them on fire for a duration of five seconds, during which one additional point of Fire Damage is delivered per second (including the first second after a strike), for a grand total of six points of Fire Damage to the main target (depending on that target's resistances/weaknesses, of course). Only six points of damage? Yes. The "Battle Torch" does not require "recharging" and never burns out. Since I decided not to make the weapon require "recharging", this seemed to be a fair balance. That amount of damage seems realistic anyway, even though your opponents will look as though they are roasting in hellfire :) If your opponent is not resistant to fire, the "Battle Torch" will actually do two more points of damage total than a normal Club, who's Base Damage is 7 points (3 Base Damage + 6 Fire Damage = 9 total).


Technical Details
=================
The "Battle Torch" is the same as a normal Club in all respects except for its base damage (3 vs. 7), durability (35 vs. 70), and Enchantments. It's Enchantments are "Fire Damage: Magnitude 1, Area 3, Duration 0" and "Fire Damage: Magnitude 1, Area 0, Duration 5", for a total of nine possible damage over five seconds. The light shed is produced by creating a Persistent and invisible Light Form that follows the Player (via Script Functions: Enable, MoveTo, and SetPos) when it is drawn as a weapon and is removed (via Script Function: Disable) when sheathed or unequipped. See the "Known Issues" section for the reason the torch itself does not shed any light.

Standard game Forms modified:
One standard Oblivion Form was modified: LIGH Torch02, Oblivion version 1.1.511 (US English). A script was placed on Torch02 to enable switching back and forth between normal/weapon functions. This should not have any detrimental impact on the game, though it may conflict with any other mod that modifies the same standard Form.

Additional Credits
==================
flyfightflea - Information wrangler.
Frugal - Author of the "Drop Lit Torches in Combat" mod.

Version History
===============
v.B1 (Beta 1)
- First public release.

v1.0

Files changed/added:
- Removed non-functional hacked NiAmbientLight from OblyClubTorch.nif.
- Switched from using subdirectories to using a single BSA file.
- Added a plug-in system using a Master File (ESM) (instead of the ESP)
that enables the use of extra features, including those of "Drop Lit
Torches in Combat" by Frugal.

In-game functional changes:
- Battle Torch is now unequipped when swimming, just like a normal torch.

Issues resolved:
- Changed the method of shedding light: The Light spell is no longer used
and light shed is now exactly like that of a normal torch.
- Sound works: sounds just like a normal torch.
- Squashed a bug producing torch light when drawing any weapon.

Internal changes:
- Improved script efficiency.
- Reduced script variable memory usage.

v1.01

Files changed/added:
- Added seven new plug-ins (for infinite torch burn time)
- No changes to the core mod were made (still version 1.0), this was just
a plug-in update.

[excerpt from the Plug-in Readme follows]

Plug-ins available for use with the Master File (ESM) version of Wieldable Torches v.1.0 (TML_WieldableTorches_v10.esm):
========================================

TML_WieldableTorches_v10_Plug-in_LIGHT_Bright.esp
-------------------------------------------------

Light shed by normal and Battle Torches is twice the default range.

Normal Torch range: 768
Plug-in Torch range: 1536

TML_WieldableTorches_v10_Plug-in_LIGHT_BrightWhite.esp
------------------------------------------------------

Same as the Bright version but sheds White light (instead of Orange).

TML_WieldableTorches_v10_Plug-in_WEAPON_Strong.esp
--------------------------------------------------

Battle Torch has twice the attack and durability of the normal Club.

Original Battle Torch: 3 Base Damage and 35 Health
Club: 7 Base Damage and 70 Health
Plug-in Battle Torch: 14 Base Damage and 140 Health

TML_WieldableTorches_v10_Plug-in_FIRE_Strong.esp
------------------------------------------------

Battle Torch Enchantment's Fire Damage is increased and now ignites
everything within 5 feet for its duration, instead of just the main target.

Original version:
Fire Damage: Magnitude 1, Area 3, Duration 0
Fire Damage: Magnitude 1, Area 0, Duration 5

Plug-in version:
Fire Damage: Magnitude 5, Area 5, Duration 5

TML_WieldableTorches_v10_Plug-in_CREATURE_Goblin.esp
----------------------------------------------------

Added Battle Torches to Goblins using the following Leveled Item Lists (all
appearing at Player Level 1):

LL0CrWeapGoblin100
LL0CrWeapGoblin2Skirmisher100
LL0CrWeapGoblin3Berserker100
LL0CrWeapGoblin4Shaman100
LL0CrWeapGoblin5Warlord100

TML_WieldableTorches_v10_Plug-in_LIGHT_dltic16.esp
TML_WieldableTorches_v10_Plug-in_LIGHT_dltic16b.esp
TML_WieldableTorches_v10_Plug-in_LIGHT_dltic16bnm.esp
TML_WieldableTorches_v10_Plug-in_LIGHT_dltic16nm.esp
-----------------------------------------------------

As per a request, this adds the functionality of the "Drop Lit Torches in
Combat" (DLTIC) v.1.6 mod by Frugal. See the included Readme for that mod
if you need more details. Note that since DLTIC only affects normal
torches, the Battle Torch will not shed light when dropped, and you
probably wouldn't want to drop your weapon in combat anyway. Most of it was
ported in line-for-line, so any bugs or issues that exist in that mod will
probably exist in these plug-ins, with the exception of the following
changes (made from Frugal's version 1.6):

All versions of DLTIC had the names removed from some of the torch Forms
used internally. While this makes sense for the "no messages" versions,
the standard version would display messages such as " equipped." or just
" added." instead of "Torch equipped." or "Torch added.", possibly
leaving you confused as to WHAT was just equipped or added :) This has
been fixed so that it only happens when using the "nm" versions. Even so,
removing the messages is a SYSTEM WIDE change, meaning you won't receive
the proper messages when equipping or adding ANY items, and the messages
still display some things, so it looks rather odd. Use at your own risk
(or preference).

The "b" and "bnm" versions of DLTIC have torches with a light radius of
2085. Why such an odd number, I do not know :) but it was changed to 1536
in the plug-in versions (twice the normal torch's range) in order to keep
the appearance consistent with the other "Wieldable Torches" plug-ins.
With regards to the Battle Torch, enabling either of these versions is
equivalent to enabling the LIGHT_Bright version.

The "bnm" version had a sound attached to "Torch03" that was not present
in the standard, "b", or "nm" versions. It is removed from all versions
of the plug-in files.

TML_WieldableTorches_v10_Plug-in_LIGHT_Infinite.esp
TML_WieldableTorches_v10_Plug-in_LIGHT_InfiniteBright.esp
TML_WieldableTorches_v10_Plug-in_LIGHT_InfiniteBrightWhite.esp
TML_WieldableTorches_v10_Plug-in_LIGHT_InfiniteDltic16.esp
TML_WieldableTorches_v10_Plug-in_LIGHT_InfiniteDltic16b.esp
TML_WieldableTorches_v10_Plug-in_LIGHT_InfiniteDltic16nm.esp
TML_WieldableTorches_v10_Plug-in_LIGHT_InfiniteDltic16bnm.esp
--------------------------------------------------------------

Makes normal torches never burn out.

...Infinite: Standard mod with infinite burn time.
...InfiniteBright: Bright version with infinite burn time.
...InfiniteBrightWhite: BrightWhite version with infinite burn time.
...InfiniteDltic16/b/nm/bnm: DLTIC versions with infinite burn time
(including dropped torches)