Exterior Actors Have Torches by nenina
Oblivion » Gameplay Effects and Changes
Added: 12/06/2007 - 02:20AM
Updated: 12/10/2008 - 06:31PM

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Uploaded by nenina


Last updated at 18:31, 12 Oct 2008 Uploaded at 2:20, 12 Jun 2007

Exterior Actors Have Torches 1.3
by nenina

Actors use torches outside shelter. Don't let them creep in darkness like self-proclaimed victims who brood over one mishap in life just so they can blame personal difficulties on it.

Actors outside get a one-time 60% chance to recieve torches at night from 8:30pm - 4:30am. Includes actors from other mods. Excludes Vampires, Dremoras, Undead, Ghost NPCs, Moth Priests, beggars and Khajiits. It is the actors' decision to use the torch. These torches are removed from 4:30am to 8:30pm to complete the cycle. 60% torch chance occurs again the next night. Setting your Actor Fade to medium or higher is suitable, but not necessary.

General Condition:
*only actor &
*only alive &
*not a creature &
*not playerfaction &
*not dremorafaction &
*not vampirefaction &
*not a vampire &
*not undeadfaction &
*not a ghost &
*not mothpriestfaction &
*not beggarfaction &
*not khajiit race

Actors that use two-handed weapons use the torch when idle and put the torch away for combat. Actors that have unenchanted shields use the torch when idle but put torch away to equip shields for combat.

Note: Torch chance 60% does not mean 60% of all actors will use torches. It is more like 50%.

There are two .esp files in the zip. You must choose only one to use:

Exterior Actors Have Torches 1.3 DT
Actors recieve default torch. A mod that edits the default torch will give modded torch to actors outside. Woot indeed!

Exterior Actors Have Torches 1.3 CT
Actors recieve a copy of default torch. Mods that edit the default torch do not apply to torches given to actors. However, the copied torches in this version count as droppable lit torches.

When switching between DT and CT, changes are not immediate. Changes occur on the following night.

Compatible with OOO, Francesco's, and MMM. It is my belief that this mod is 100% compatible with virtually all other mods. Torches are added ingame after all mods are loaded.

One original object was edited: Scripted Spell has had the area hit sound and projectile travel sound removed - casting sound is left normal. This is a common edit among modders who love to use persistant activators to access various objects.

This mod can be used with Dungeon Actors Have Torches.

Deadly Reflex mod users should load all Deadly Reflex files AFTER this mod. Doing so ensures compatibility.

There are two .esp files in the zip and you must choose one: DT or CT - DO NOT USE BOTH

1 Unzip your chosen .esp file into the Data Folder, located inside the folder where Oblivion is installed.

2 Start Oblivion and, in the menu, choose Data Files. Available mods will be shown in the list. Double-click the .esp to activate it with a checkmark and click OK.

3 You may now start Oblivion with the mod installed. Do not use DT and CT versions together.

The first time you enter a game with this mod enabled you will recieve a quick confirmation message and none after.

This mod should be loaded after mods that edit magic. If you hear area hit sounds when entering new exterior cells then there is another mod loaded after that has reinstated Script Spell sounds. Oblivion Mod Manager is recommended to check load order.

DO NOT USE DT VERSION AND CT VERSION TOGETHER. Doing so is pointless and may produce strange results.