Skyrim

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Chesko

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  • Wearable Lanterns 4 Now Available

    Download Here

    After not seeing any updates in over 2 years, Wearable Lanterns was in serious need of some spring cleaning and updating in order to bring it up to my current code standards and feature set.

    New option: Hold Control to Toggle - If enabled, this allows you to toggle your lantern on or off by holding a control, similar to activating the Pip-Boy light in Fallout.

    Lanterns now only consume one slot (55 by default).

    Campfire compatibility: Paper and Travel Lanterns can now be crafted using Survival Skill: Create Item. Lantern oil can be used as a very effective tinder for your campfires.

    Controller-Friendly: The new "Hold Control to Toggle" feature makes it easy for controller users to turn their lantern on ...

  • Wearable Lanterns 3.0 Now Available

    Wearable Lanterns 3.0 is now available, and with it comes a sweeping architecture overhaul, MCM support, greatly simplified code, paper lanterns from Dragonborn, and more. Here are the full patch notes, including important update information. Enjoy, and happy holidays!

    - Chesko

    Full Patch Notes...

  • Wearable Lanterns 3.0 in development

    Hello everyone. Long time no see.

    I am working on Wearable Lanterns 3.0. It will feature:

    * Greatly improved and optimized script code. I am refactoring things now. The original main script was 4700+ lines long. It is now 2600 and dropping fast.

    * New paper lanterns that can be worn or carried. Consumes oil, if oil burning is turned on. Requires Dragonborn.

    * Candle Lanterns of the North will be integrated into the main Wearable Lanterns mod.

    * Greatly improved reliability. I really just didn't understand how quest Aliases were maintained internally and what their persistence characteristics were in the past. Now, I do. You shouldn't have any more instances of the lantern just "not working".

    * Full SkyUI ...

  • Wearable Lanterns 2.2 Now Available

    Wearable Lanterns 2.2 is now available!
    Here's a video demo of the new features and me not shutting up about them.
    8TbE9uBfiFw

    It also has a short demo of how to upgrade from 2.1 to 2.2. There's not much to it.

    Upgrade Procedure: If you have followers, dismiss them and save your game. You do not need to make a "clean" save. Load Wearable Lanterns 2.2, load your save game. Then, Wait 24 hours in-game. After that, throw away your old copy of the Manual of Lantern Care and go buy a new one. After that you should be all set.

    Requires Skyrim 1.7.7 (latest version).

    Features:
    More Multiple Follower Mod Support - I now support Ultimate Follower Overhaul (all followers), Amazing Follower Tweaks (all followers), and E...

  • Wearable Lantern 2.2 Beta now available

    2.2 Update Beta Available

    If anyone is interested in helping me know if the 2.2 update to Wearable Lanterns is ready for prime time, the download is now available. Please let me know how things go, and once I get some good feedback I will make it the new official version.

    Thanks for your help!

    Here's the update notes and upgrade procedure:

    NEVER SAVE YOUR GAME WHEN USING A BETA. THERE IS NO SUPPORTED UPGRADE PATH FROM A BETA TO A RELEASE VERSION. YOU HAVE BEEN WARNED.

    Upgrade Procedure: If you have followers, dismiss them and save your game. You do not need to make a "clean" save. Load Wearable Lanterns 2.2 Beta, load your save game. Then, Wait 24 hours in-game. After that, throw away your old copy of the Manual of La...

  • Lanterns for Guards - Optional Plugin

    Lanterns for Guards
    Exciting news: I have released an optional plugin for Wearable Lanterns today, called Lanterns for Guards! With it, guards throughout Skyrim will randomly have a torch, or a hand-held lantern from Wearable Lanterns. It's out, grab it in the Downloads tab!

    They will have as much chance of carrying a lantern as they do torches, so you'll see them sprinkled throughout the game. (They will only carry lanterns, not wear them; that was outside my capabilities as of right now)

    I wanted to do something where guards in only certain cities would carry lanterns, but this proved to be conflict-inducing. This was the best approach I could find while still making things feel organic.

    You may need to start a new game, or pl...

  • Creating Satisfying Gameplay

    http://i.imgur.com/QUVYY.png
    This is a topic that I think is important to all mod authors, even though you may not realize it. Every single mod that adds or modifies content plays a role in increasing player satisfaction with the core experience.

    When it comes to game satisfaction, here is the personal rule I follow:

    "A game is satisfying when the player is willing to take ownership of all rewards granted by, and all failures that occur within, the game system as a whole."

    What I mean by "take ownership" of successes and failures is that the player should willingly accept that they were the primary reason that the response the game gave them was a direct result of their action, and was proportunate to that action.

    Example: I come ac...