You guys ROCK!! Thank you so much for the feedback, yes I read ALL the comments, even yours - it makes it worth the effort. :)
I can't believe the download numbers. It makes me happy to know so many people are enjoying it. I've got another few small mods in the works coming in the next few months in anticipation of the sequel to the Bleachers. :)
p.s. Don't forget to endorse.
Version .91 restores the emitted light to the candles you place in workshop mode.
Yes, in that it won't cause crashes. I have only animated the vanilla placed candles.
Ones placed by your settlement overhaul mod won't be affected if the author regenerated precombines.
Vanilla ones removed by a settlement overhaul mod will have to be scrapped to remove the animation that my mod would put there (but again, what I add is scrappable, so no worries about 'ghost candles').
Fantastic idea, but with significant issues making them very unappealing imho, which I hope you'll consider. Firstly, the minor point that candles just don't flicker that fast, the rate needs slowing by half. And more importantly, at least in a game using vanilla lighting, the immediate candle stems themselves are way too bright (compared to vanilla) but then have an immediate fall off with extremely little light cast (almost none at all) to nearby surfaces, the combination of which just doesn't look right at all. I so wanted these to look great but have uninstalled - will keep tracking. Kind Regards.
@munkyspunk - Thanks for belatedly taking my crituqe on-board in your new update, regardless of your sadly dismissive comment. @chickenalfredo - If you could always make better mods yourself, why are you here on Nexus at all? @ninalyn - I don't understand your comment, but if you're asking me if I've ever used candles in real life, the answer is yes - a lot.
Note, I'm an oldster and retired maker & publisher of mods from 20-25yrs ago (Red Baron, MTW, Combat Mission). I stated the mod was a fantastic idea but was critiquing quite strongly because, when taking the time to install and test it I could see issues that were significant enough to make it unusable, imho. So I was both providing feedback and alerting other potential users. You're welcome. Good day to you.
I had to disable the mod when I tried installing it on The Midnight Ride (wabbajack version). It seemed to be the cause of a bunch of broken precombines, especially in concord.
I tried changing where this was on the load order (putting this above prp as well as below). But it didn't seem to do anything.
IDK how or why, but disabling this mod (and this one alone) fixed everything. I'm pretty confident that it's this mod causing my issues, as it was the only mod I downloaded after installing TMR that had something to do with precombines (at least according to FO4Edit).
Otherwise, I really enjoy the mod and its atmosphere!
curious about one thing, I'm running PJM's script in fo4edit to solve the conflicts with precombine. the process showing that animated candles esp is built upon precombines from older version of PRP. Is it fine to leave esp as usual, or we need a patch probably even an update?
Just had a look at the plugin. Doesn't alter precombines, but the plugin has empty version control information (which is used in determining if precombines are valid by the engine, you can see this when turning off the conflict filter on the view tab on the right side under Version Control Info 1, xEdit clears this intentionally in certain situations like copying records)
Munky, you have two options to fix this: Either apply xEdit's FO4SetTimeStampToTodayIfNone script from PJM's script pack on everything but the file header of the plugin and save it or simply resave the plugin in the creation kit.
Additionally, if users have PRP installed, AnimatedCandles just has to be placed before it in the load order so that the cell header updates from PRP win out, though if PRP is also active, this issue is rendered pointless anyway. It's an issue for those without previs replacers.
My walls of sanctuary are now invisible due to this mod...... I disable it all walls are gone I reenable it and 80% of the houses have walls...... what do I due to fix this???
I was never bothered by the way that candles look in the vanilla game, but I saw someone mention this mod regarding another one that I use (Railroad Redone) and I decided to give it a look in-game.
There's no mention of load order in the description, so i gotta ask: should i trust LOOT on this? It puts AnimatedCandles.esp before a bunch of other mods.
I'm especially worried about the load order with Ultra Interior Lighting (UIL). Is it ok if UIL overwrites AnimatedCandles.esp? Or should it be the other way around?
122 comments
Thank you so much for the feedback, yes I read ALL the comments, even yours - it makes it worth the effort. :)
I can't believe the download numbers. It makes me happy to know so many people are enjoying it. I've got another few small mods in the works coming in the next few months in anticipation of the sequel to the Bleachers. :)
p.s. Don't forget to endorse.
Version .91 restores the emitted light to the candles you place in workshop mode.
4estGimp's compatibility patches for Immersive Candles
Ones placed by your settlement overhaul mod won't be affected if the author regenerated precombines.
Vanilla ones removed by a settlement overhaul mod will have to be scrapped to remove the animation that my mod would put there (but again, what I add is scrappable, so no worries about 'ghost candles').
@chickenalfredo - If you could always make better mods yourself, why are you here on Nexus at all?
@ninalyn - I don't understand your comment, but if you're asking me if I've ever used candles in real life, the answer is yes - a lot.
Note, I'm an oldster and retired maker & publisher of mods from 20-25yrs ago (Red Baron, MTW, Combat Mission). I stated the mod was a fantastic idea but was critiquing quite strongly because, when taking the time to install and test it I could see issues that were significant enough to make it unusable, imho. So I was both providing feedback and alerting other potential users. You're welcome. Good day to you.
I had to disable the mod when I tried installing it on The Midnight Ride (wabbajack version). It seemed to be the cause of a bunch of broken precombines, especially in concord.
I tried changing where this was on the load order (putting this above prp as well as below). But it didn't seem to do anything.
IDK how or why, but disabling this mod (and this one alone) fixed everything. I'm pretty confident that it's this mod causing my issues, as it was the only mod I downloaded after installing TMR that had something to do with precombines (at least according to FO4Edit).
Otherwise, I really enjoy the mod and its atmosphere!
I can't speak for what's going on with PRP and what they've attempted or not attempted to integrate. I don't use it. I'm sorry.
Munky, you have two options to fix this:
Either apply xEdit's FO4SetTimeStampToTodayIfNone script from PJM's script pack on everything but the file header of the plugin and save it or simply resave the plugin in the creation kit.
Additionally, if users have PRP installed, AnimatedCandles just has to be placed before it in the load order so that the cell header updates from PRP win out, though if PRP is also active, this issue is rendered pointless anyway. It's an issue for those without previs replacers.
I can never go back.
I'm especially worried about the load order with Ultra Interior Lighting (UIL). Is it ok if UIL overwrites AnimatedCandles.esp? Or should it be the other way around?