File information

Last updated

Original upload

Created by

nenina

Uploaded by

nenina

Virus scan

Safe to use

61 comments

  1. Dreacl
    Dreacl
    • member
    • 0 kudos
    "Don't let them brood in darkness over one mishap in life just so they can blame everything on it and use it to justify misdeeds"
                                                                                                                                                                                                                           - nenina
  2. masasaito18
    masasaito18
    • premium
    • 4 kudos
    Not sure if you read these comments, but I thought that the Mythic Dawn Assassins at the beginning of the game shouldn't have torches. So, I modified the DAHTActivatorSpellScript, adding these lines to make it so that they don't have torches:
    ;MYTHIC DAWN ASSASSINS
    ElseIf ( GetIsID CGMythicDawnAssassin01 == 1 ) || ( GetIsID CGMythicDawnAssassin02 == 1 ) || ( GetIsID CGMythicDawnAssassin03 == 1 ) || ( GetIsID CGMythicDawnAssassin04 == 1 ) || ( GetIsID CGMythicDawnAssassin05 == 1 ) || ( GetIsID CGMythicDawnAssassin06 == 1 ) || ( GetIsID CGMythicDawnAssassinAmbushC == 1 ) || ( GetIsID CGMythicDawnAssassinArcher == 1 ) || ( GetIsID CGMythicDawnAssassinFinal == 1 ) || ( GetIsID CGMythicDawnAssassinGeneric == 1 )
    If ( GetItemCount Torch02 == 0 ) && ( GetDead == 0 ) && ( IsInInterior == 1 ) && ( GetRandomPercent > 25 )
    ;This is a check
    EndIf
    Seems to work for me. You might consider updating your mod to include it!
  3. nenina
    nenina
    • member
    • 75 kudos
    You might also add the condition that an Actor will NOT use a torch if Actor.IsSpellTarget NPCGhostAb (or whatever the spell ability is for the ghost effect). Your check against actual ghosts (GetIsGhost) will not always catch these. In the quest Lifting the Vale for example, this mod gave a torch to the ghost commander.


    Oh, HasSpell probably. Alright, this mod needs some adjustments and I'm tired of waiting for the Skyrim Creation Kit. I'll also up the frequency of torch giving.

    Edit:
    I found AbGhostNPC which is an ability, so I added that restriction which should filter out 32 npcs, including the Nightmother. Thanks for the heads up.

    Great for immersion, eats up FPS, but i have to to prioritise immersion.


    You can open the file in the Construction Kit. If it is the DT version then find the item torch02 and set the flicker to slow or none. If it is the CT version then find DAHTTorch and set the flicker to slow or none. Performance gained the less the torch is allowed to pulse.

    i have a little problem (well maybe it is not a problem at all): when i kill npc with torch equiped, torch falls to the ground but emits no light. i don't know how, but before reinstalling game (because i wanted frans and fcom) this did work correctly i.e. lit torch fallen to the ground emmited light... just asking if there is a solution.


    You must be using the DT version. Yeah, torch02 the default torch does that. It just snuffs right out when it leaves the npc because it is hardcoded to do that. There is something you can do, though. In the Construction Set find torch02 and uncheck 'off by default.' This will do nothing for torches that are dropped, but some npcs will cling to the torch and it will be a dynamic light as long as the corpse is holding it. I tried it with Drop Lit Torches OBSE and no go. I'll try an install of OOO ( it has Drop Lit Torches ) to see if I can make it work. I've seen mixed reports of it working together and not working together and I'm confused. Try the CT version, but the torches dropped by npcs will not have dynamic light until the cell is reloaded. Engine limitation.

    Edit:
    Since OOO uses Drop Lit Torches then try loading Dungeon Actors Have Torches DT before OOO. BOSS likes to put my mod low in the load order for some reason, probably because I said to load it after Deadly Reflex, and Deadly Reflex probably gets loaded after OOO. Or just use the CT version.

    sometimes, just killed enemies left behind will have lit torches in their hands or on the ground that nobody could ever lite up!


    That's what happened to me when Drop Lit Torches was loaded after the DT version. Use CT version instead and they won't cling to lit torches and instead drop a lit torch they are holding when they die.
    1. xpxxpx123
      xpxxpx123
      • supporter
      • 0 kudos
      Hi there! just wanted to ask if that change regarding ghost commander holding a torch in "Lifting the Vale" has already been implemented in your mod? Because the mod seems to not have been updated since 2008 so just wanted to check.
  4. zymurgy65
    zymurgy65
    • premium
    • 45 kudos
    I've just completed "Lifting the Vale" and found that adding Akaviri Commander Mishaxhi to the (technically evil but non-hostile) Moth Priests faction keeps his ghost from equipping a torch. Should work for characters like Dyus (the guy shut up in Knifepoint Hollow) and Menien Goneld too.
  5. Gabdube
    Gabdube
    • supporter
    • 10 kudos
    Actually, having a medieval torch in a confined space is a very very bad idea. You'll smoke yourself out.

    What people actually used to light interiors are candles, oil lamps and lanterns.
    Need more light? Just add more wicks.

    Simple as that, and nobody has to suffocate from burning tar. Torches were made with tar, not modern gasoline. Burning tar creates a LOT of smoke and barely any light.
    Torches were actually more often used to set fire to things than as a source of light (again, people had lanterns for that).
    The whole "torches and pitchforks" expression relates to the practice of angry mobs burning people at the stake, not because people actually used torches to see at night.

    Also, obsession with interior lighting is very much a 20th century thing. Before electricity was available, people simply did not bother wasting resources to light their houses at night. They usually went to sleep when it got dark and resumed their activities when sunlight came back.
    Prisons and the basements of dungeons usually never had interior lighting, and most prisoners developped mental illnesses from being kept in constant darkness.

    People simply carried their own light with them (candles, lanterns, etc.), as it's more efficient than having many candles burning everywhere to light the whole place up for no reason.
    1. CarlosS4444
      CarlosS4444
      • premium
      • 137 kudos
      You have surely some points. Only consider this: it happens on other planet: they may have something similar, but different than tar there. Maybe it doesn't cause that much smoke? Maybe it's less toxic? Maybe they even enhance it with magic if all else seems unlikely? Hell, maybe that it doesn't even contribute to their global warming?
    2. hfffoman
      hfffoman
      • supporter
      • 10 kudos
      Great post :)
    3. ResistTheChimera
      ResistTheChimera
      • supporter
      • 0 kudos
      Came for a mod, got an enjoyable history lesson.
  6. zekouse
    zekouse
    • member
    • 0 kudos
    Is there no ini for this mod? I've come across a few places now where every actor has a torch out and it bleaches everything out because of all of the torches. It's be great if I could lower the chance some.
  7. Arcrombie
    Arcrombie
    • member
    • 3 kudos
    The description made me feel bad for those poor conjurers, so I added myself to their faction using console commands and talked to them about it.
  8. Your a genius. You have the best description. GJ!!!!
  9. miketheratguy
    miketheratguy
    • member
    • 47 kudos
    Huh, I'm the 50,001st download. That's never happened before.

    Anyway I recall enjoying this mod before but somehow never remembered to endorse it. When the limit is up I'll be fixing that!
  10. lubronbrons
    lubronbrons
    • premium
    • 140 kudos
    Hello nenina, I want your blessing & permission for this great mod Dungeon Actors Have Torches
    I am truly sorry for doing this so late

    I already wrote you in my credit section since beginning in my new overhaul mod here http://www.nexusmods.com/oblivion/mods/46495/?
    " Dungeon Actors Have Torches by nenina - for idea that make oblivion not too creepy so there's is a light in the darkness... "