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Draggle-Tail Torches v2.0
by Danjb
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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.
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UPGRADING
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If you are upgrading from a previous version, simply uninstall the old version and install this one. Draggle-Tail plants harvested with an older version may remain missing from the game world.
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INSTALLATION
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Put your desired ESP file from the archive in your Data Files directory. The "Meshes" folder should also be put in your Data Files folder, so that the following files are in place:
Data Files\Meshes\md\md_bc_podplant_stub.nif
Data Files\Meshes\md\md_bc_podplant_stub_tall.nif
Data Files\Meshes\md\md_bc_podplant_torch.nif
To activate the mod, select Data Files from the Morrowind Launcher and check the box next to it.
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UNINSTALLATION
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Delete the ESP file and the meshes listed above to remove the plugin; however, if you left any Draggle-Tail plants as stubs, they may not reappear; to restore your game fully, you would first need to let all plants respawn by waiting for the appropriate amount of time and then visiting every cell containing a stub.
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CREDITS
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Huge thanks to Melchior Dahrk for making the torch and stub models
Syclonix for his great mod "Herbalism for Purists", on which several scripts were based
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CHANGELOG
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v2.0
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