Allows Draggle-Tails to be picked up and used as torches.
Requirements
DLC requirements
DLC name
Tribunal
Permissions and credits
Credits and distribution permission
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Melchior Dahrk for the torch and stub models Syclonix for "Herbalism for Purists", on which several scripts were based
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Changelogs
Version 2.0
New models added, thanks to Melchior Dahrk
Draggle-Tail plants will now become stubs when you cut (no longer "uproot") or harvest them
Stubs respawn after a configurable number of days
Made compatible with herbalism mods
Lite version added
I've always thought that Draggle-Tail plants would make nice torches, as they're the right sort of shape and they glow in the dark. If you find yourself without a light and you're about to explore a cave, why not just grab the nearest Draggle-Tail?
This mod makes that possible; if you activate any Draggle-Tail plant while sneaking, you will have the option to cut it down for use it as a torch. Plants activated normally will still be harvested but will similarly become stubs, to prevent the player harvesting the plant AND using it as a torch. This is done in the same way as "Herbalism for Purists", and is completely balanced; the harvest rates are exactly the same as in the vanilla game.
No herbalism mods are required, but all should be compatible with this mod. Make sure Draggle-Tail Torches loads after them.
Plant stubs will respawn after a configurable number of days (default 30). This mod actually uses the same variable as in "Herbalism for Purists", so if you have that mod installed, both mods will be controlled by the same variable (if you have already adjusted it, you may need to do so again). This can be changed via the console by typing: set syc_HFP_daystoregen to xx where "xx" is the number of days until the plants respawn. Note: You will need to leave the cell and come back in order for the plants to respawn.
A "lite" version is also included. This version will automatically equip the plant as a torch if you activate it while sneaking, instead of bringing up a menu. Use only ONE of the plugin files!
Draggle-Tail Torches last longer than normal Torches and are slightly heavier and more valuable than the Coda Flowers and Ampoule Pods that can be harvested from them.