OBLIVION
Exterior Actors Have Torches with minor fixes by nenina Ruhadre
Oblivion » Gameplay Effects and Changes
Added: 14/01/2011 - 06:49AM
Updated: 30/01/2016 - 02:23AM

122 Endorsements

1.32 Latest version

1,442 Unique D/Ls

2,176 Total D/Ls

10,579 Total Views

Uploaded by Ruhadre

Description

Last updated at 2:23, 30 Jan 2016 Uploaded at 6:49, 14 Jan 2011

Exterior Actors Have Torches with minor fixes  by Ruhadre  (Original mod by nenina)

Provides some simple fixes to a great mod.  Mod is in a state of completion.  No new updates coming from me.

Description
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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, Guards, Namira's Shrine Worshippers, beggars, actors already using items, 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.

1.32A does not have a torch chance, all actors who can recieve a torch, get one.

General Condition:
*only actor &
*only alive &
*not a creature &
*not playerfaction &
*not dremorafaction &
*not vampirefaction &
*not a vampire &
*not undeadfaction &
*not namirafaction &
*not a ghost &
*not a guard &
*not already using an item &
*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 1.32 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 1.32 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.

Exterior Actors Have Torches 1.32A DT
Just like 1.31 DT, except all applicable actors recieve torches. This might reduce performance due to all the light sources, but will really brighten up your nights.

Exterior Actors Have Torches 1.32A CT
Just like 1.31 CT, except all applicable actors recieve torches. This might reduce performance due to all the light sources, but will really brighten up your nights.

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


Compatability:
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Compatible with OOO, Francesco's, and MMM. This mod is very compatible with other mods because 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.

Exterior Actors Have Torches can be used with Dungeon Actors Have Torches.

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


Installation:
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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.

DO NOT USE STANDARD VERSION WITH AN "A" VERSION. Just use one.

Update History:
---------------
1.32A - optional
all applicable actors recieve torches

1.32 - uses 60% torch spawn like 1.31
excluded actors using items during the torch spawn

1.31A - optional
removed 60% chance, so all applicable actors recieve torches

1.31
excluded Namira's Shrine Worshippers

1.3
renamed ct torch
fixed purple flashing

1.2
restricted tokens

1.1
fixed token removal

1.0
added CT and DT versions
excluded beggars
excluded moth priests
excluded vampires
excluded khajiit
excluded ghost NPCs
excluded Valen Dreth
removed bolt travel sound
removed area hit sound
set torch chance to 60%
set GetTorch range to 32768


PLEASE NOTE: All work on this mod, including this readme, up to version 1.3, is the work of nenina. 1.31 simply includes the namira shrine worshippers exclusion in nenina's script. This readme was also updated to reflect that, and the guard exclusion that was already in the mod. This update was created due to a reported error associated with the namira shrine quest, not to mention that namira followers are supposed to hate light.

http://www.nexusmods.com/oblivion/mods/11478/

Thanks InAComaDial999, for making updates to this mod possible.


MY MODS:

Better Guards  http://www.nexusmods.com/oblivion/mods/36201/
Enchantment Tweaks  http://www.nexusmods.com/oblivion/mods/28632/
Exterior Actors Have Torches with minor fixes  http://www.nexusmods.com/oblivion/mods/36609/
Master Trainers Upgraded  http://www.nexusmods.com/oblivion/mods/36120/