It would be totally cool if this mod could be updated to work with Drop Lit torches OBSE but I have a lot to do at the moment and this is beyond my skills at this point.
I'm using this mod with nehrim, and whenever the torch is equipped, ALL oblivion and nehrim scripts are prevented from running, meaning that if something was scripted to happen, it would not if i was wielding the torch.
After looking at the script, I found out that these lines are the culprit https://ibb.co/Tvgx8Qz Except for Enable/disable lines
If you remove them, all works fine... except for the fact that the torch becomes a simple ember club I love this mod, and I would like to keep the light and the weapon
Is there a way to fix this without removing the lighting features? Help please
EDIT Tried to change Moveto Player in Moveto Myuser, same result
I have a hunch Nehrim (and oblivion) don't like too much the moveto command to be constantly used, I'd really appreciate if someone knew a less "unlikable" way of replicating the moveto player function, please
I have discovered a bug. Well, actually I discovered a few bugs.
Number 1: I have a combat torch equipped and un-sheathed. I attempt to open a container which uses the 'Harvest[containers].esp' plugin to animate the opening of the container before showing it's contents, and leaving it open so I know what I've already looted. With the torch up, the Oblivion GUI fades away (as expected) but the chest animation does not run, and nothing happens. I'm forced to reload and open the container again, making sure my torch is sheathed first.
Number 2: This is similar to the post about no menu appearing when equipping the torch. I have found that if I previously told the torch not to become a combat torch, and then unequipped it, I would not be prompted again by that specific torch. EVEN if it's re-integrated into a torch-stack, the individual torch is still tagged as already having asked the question and will not do it again unless I first DROP it, pick it up again, and make another attempt. The other torches in the stack will remain unaffected until they are specifically activated of course.
Perhaps you've checked both the ESP and ESM versions to be loaded in the Data Files screen? Only use one or the other.
any chance of adding a script that will put out the flame when sheathed? my paladin's bum is on fire.
Haha, yeah. I wrote about that problem in the readme. I tried to get the fire node to go out while sheathed, but unfortunately couldn't get it to work.
i have added both the all the correct files but when i equip a torch no dialogue box.... HELP!!!!!
Hmm, dunno. See above reply about using both versions (ESP and ESM).
you should have thier bodys burn continuoulsly until it turns into a chared corpes(you can find the chared corpes in the cs or the waste of oblivion...lol) it will take a little scripting but i think its possible
23 comments
After looking at the script, I found out that these lines are the culprit https://ibb.co/Tvgx8Qz
Except for Enable/disable lines
If you remove them, all works fine... except for the fact that the torch becomes a simple ember club
I love this mod, and I would like to keep the light and the weapon
Is there a way to fix this without removing the lighting features? Help please
EDIT
Tried to change Moveto Player in Moveto Myuser, same result
I have a hunch Nehrim (and oblivion) don't like too much the moveto command to be constantly used, I'd really appreciate if someone knew a less "unlikable" way of replicating the moveto player function, please
Number 1: I have a combat torch equipped and un-sheathed. I attempt to open a container which uses the 'Harvest[containers].esp' plugin to animate the opening of the container before showing it's contents, and leaving it open so I know what I've already looted. With the torch up, the Oblivion GUI fades away (as expected) but the chest animation does not run, and nothing happens. I'm forced to reload and open the container again, making sure my torch is sheathed first.
Number 2: This is similar to the post about no menu appearing when equipping the torch. I have found that if I previously told the torch not to become a combat torch, and then unequipped it, I would not be prompted again by that specific torch. EVEN if it's re-integrated into a torch-stack, the individual torch is still tagged as already having asked the question and will not do it again unless I first DROP it, pick it up again, and make another attempt. The other torches in the stack will remain unaffected until they are specifically activated of course.
and, btw, i accidentally found out how to remove fire node when torch sheathed.
use RemoveFlames on player reference when sheathed (MyUser.RemoveFlames) - it works.
Perhaps you've checked both the ESP and ESM versions to be loaded in the Data Files screen? Only use one or the other.
Haha, yeah. I wrote about that problem in the readme. I tried to get the fire node to go out while sheathed, but unfortunately couldn't get it to work.
Hmm, dunno. See above reply about using both versions (ESP and ESM).
LHammonds (File Admin)
>:-(
great 10/10