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RomanR and bomo99

Uploaded by

RomanR

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About this mod

Simple proof-of-concept mod to make torch's light work as spell without touching the LGHT magic effect. Although it's not 100% perfect, it works suprisingly well.

Permissions and credits
Magic Torch - Mod for Oblivion
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Authors: RomanR, bomo99

Requirements:
Oblivion v. 1.2.0416
No additional DLCs or OBSE required.

Description:
This mod is a conclusion of public thread named Torch "Light" Spell, started by bomo99. It adds a free spell named Magic Torch, which acts as torch's magical replacement. It's simple "proof-of-concept" for such thing and also not 100% correct, but it's working suprisingly well.

Installation:
Manual only, just copy files to Data directory and activate the esp.

Usage:

As you start a new game, two spells will be added to your inventory - Starlight and Magic Torch. Players in middle game can use console command "startquest AddLightsQuest" to add these. Magic Torch spell acts as switch, first cast will switch the light on, the second cast will make it dissappear. It's also infinite. Starlight is a standard novice spell, it's added mainly for testing.

For advanced users there are also two global variables:

MagicTorchZ - affects how high is the Magic Torch's light above a player. Default value is set to 140. It can be changed by "set MagicTorchZ to xxx" console command.

MagicTorchDiff - technique in this mod uses two lights which share same "base" light to cope with technical limits in engine, mainly to avoid flickering and light-rendering errors and this variable affects how often are switched. Its number means difference of player's coordinates. Default value is set to 128, a 1/6 of a standard torch light radius. It can be changed by "set MagicTorchDiff to xxx".

Bugs: none, at least for now :-)

Limits:
 
Base light can be edited to any color, but mustn't be any model, sound, or flicker effect attached. Adding a model will add some computation between the frames and so disrupts the accurate timing, introducing flickery of the screen and also light  rendering bugs. Sound and flicker effects will play from the start as the lights are switched. Base light is also no carriable. Base light is named "TorchMagic" and is below "Torch02" base light.

Setting MagicTorchDiff to very low values will make update of light radius more often and smoother, but also will introduce more flickery of shadows as you move. It's because you can't use Disable/Enable command pair in one frame.

In exteriors the light will often flicker or even dissappear for a while as you move between the cells, it depends how much loading or internal management make Oblivion busy.

Credits:
bomo99 - initial idea and for extensive testing of scripts.