Hey everyone. I've decided to leave the Skyrim modding scene. If anyone wants to take over one or all of my mods, please let me know by private message (I get email notified). Otherwise, all of my mods are distributed with full source code in the BSA file, so feel free to alter them as you wish.
I'm not sure what's causing it or if anyone has ever had the same issue with this mod or similar. I've used this mod for years, and suddenly it's flipping out. I didn't install anything, it just started acting wonky one day on startup and never stopped.
When I press the Candlelight hotkey, the spell rapidly spams activation in a strobe flicker, like someone turning a light switch on and off really fast. Nothing shares the hotkey and it doesn't seem to matter what I assign the key to be. The normal casting of Candlelight seems unaffected; it is only the activation via Lights Please that causes it. Re-installation of the mod hasn't helped in new or existing saves (complete with script cleaning), nor does using the standalone version or the merged one in Utilities. Starting a new game with or without the mod installed (and activating afterward) seems to have no effect on the strobe flicker.
Looking at the papyrus logs for errors, I see a massive block of "assigning None to a non-object" text whenever I use the JaxonzLightsPlease.CastCandleLight() activator, saying GetEffectiveMagickaCost and GetNthEffectDuration can't be found on the spell. This combined with all of the above make me think that the issue is hidden somewhere deep in my game installation folder and is arguing with the script somehow. Why it suddenly started to wig out is anyone's guess, but I'm thinking a full re-install of everything may be in my future, which could take a month. Mostly I'm just curious if anyone has ever run into anything similar with this or another mod, and if they have any idea what could have been the trigger for it so it can be watched for/avoided in the future. Drop me a line, if you have.
I've released patches for JLP that get it to work with mods that add better versions of Candlelight and Magelight: * For "More Magic of Light" (MoreMagicLight.esp), see here * For "More Light Spells" (AdditionalLights.esp), see there.
The BSA goes in the Skyrim Special Edition/Data folder once extracted (Look up how to extract BSAs on google). There are also plenty of guides on google for converting an ESP to form 44 in creation kit, like the one near the top of https://wiki.step-project.com/User:DarkladyLexy/Lexys_LOTD_SE.
How about the addition of the same behavior for the Clairvoyance spell? Seems it would be perfectly in keeping with the intent and probably easy to add.
Like any other spell use, they would simply have to learn to manage it carefully until their magicka and renewal has reached a degree where the expenditure for it is trivial enough to make it set-and-forget. :-)I was discussing this mod with a friend, and she remarked that the cost of auto-recasting the spell during combat for a low-level caster could have unfortunate consequences, and my response to her was basically the same. This mod can't be *perfectly* convenient in the early game without cheating by reducing the magicka cost or whatever. I'm not advocating doing that, quite the contrary.
One thing that probably should be changed in relation to this, though, per my friend's complaint, is that the candlelight and mage spells should optionally be allowed to run their course when the hotkey is used to disable the auto-recasting; currently the spells are apparently expired immediately AFAIK. That way a candlelight spell that was auto-recasted just before combat would still be useful during combat even if the auto-recasting is disabled to save magicka for the combat. It should be optional, though, because I personally like being able to kill it off immediately with the hotkey.
I chose to have Candlelight instantly dispelled because I wanted a way to douse it to help avoid detection. (Lights increase chances of someone seeing you.)
The magicka costs of such spells really is trivial for most characters.
I confess I personally also like being able to douse the candlelight spell quickly. Per my friend's comments, though, if you've already spent the magicka for the spell and you're now in a fight in a dark cave, shouldn't you have the option of getting the remaining benefit of the spell? That was why I suggested it should be configurable; not everyone is going to like either paradigm.
Hmmm... maybe you can detect whether combat has been initiated when the player attempts to cancel the effect, and then let the spell run its course if indeed combat is in progress but otherwise douse it immediately?
That sounds like adding lots of complexity that will benefit a small portion of users.
What you are asking for is readily available with the Smart Cast mod by NeoRunek. Just set it to only cast MageLight if not in combat and/or if you have sufficient magicka to spare.
I'll suggest that one to my friend. Neither of us had seen it, in my case because the generally dazzling brilliance of your mods temporarily blinded me and the Subtle Cloak Graphics didn't help enough.
I love all your mods, you are awesome! may I suggest that, will you make a mod that can make a hotkey list that I can put some spells in and cast them instantly without changing weapon or magic on hands? still thanks for this awesome mod! Endorsed!
58 comments
If anyone wants to take over one or all of my mods, please let me know by private message (I get email notified).
Otherwise, all of my mods are distributed with full source code in the BSA file, so feel free to alter them as you wish.
When I press the Candlelight hotkey, the spell rapidly spams activation in a strobe flicker, like someone turning a light switch on and off really fast. Nothing shares the hotkey and it doesn't seem to matter what I assign the key to be. The normal casting of Candlelight seems unaffected; it is only the activation via Lights Please that causes it. Re-installation of the mod hasn't helped in new or existing saves (complete with script cleaning), nor does using the standalone version or the merged one in Utilities. Starting a new game with or without the mod installed (and activating afterward) seems to have no effect on the strobe flicker.
Looking at the papyrus logs for errors, I see a massive block of "assigning None to a non-object" text whenever I use the JaxonzLightsPlease.CastCandleLight() activator, saying GetEffectiveMagickaCost and GetNthEffectDuration can't be found on the spell. This combined with all of the above make me think that the issue is hidden somewhere deep in my game installation folder and is arguing with the script somehow. Why it suddenly started to wig out is anyone's guess, but I'm thinking a full re-install of everything may be in my future, which could take a month. Mostly I'm just curious if anyone has ever run into anything similar with this or another mod, and if they have any idea what could have been the trigger for it so it can be watched for/avoided in the future. Drop me a line, if you have.
* For "More Magic of Light" (MoreMagicLight.esp), see here
* For "More Light Spells" (AdditionalLights.esp), see there.
How about the addition of the same behavior for the Clairvoyance spell? Seems it would be perfectly in keeping with the intent and probably easy to add.
Since Clarivoyance is a Magicka cost-per-second spell, it might drain one's mana if left toggled on, but I suppose folks could deal with that.
One thing that probably should be changed in relation to this, though, per my friend's complaint, is that the candlelight and mage spells should optionally be allowed to run their course when the hotkey is used to disable the auto-recasting; currently the spells are apparently expired immediately AFAIK. That way a candlelight spell that was auto-recasted just before combat would still be useful during combat even if the auto-recasting is disabled to save magicka for the combat. It should be optional, though, because I personally like being able to kill it off immediately with the hotkey.
I chose to have Candlelight instantly dispelled because I wanted a way to douse it to help avoid detection. (Lights increase chances of someone seeing you.)
The magicka costs of such spells really is trivial for most characters.
Hmmm... maybe you can detect whether combat has been initiated when the player attempts to cancel the effect, and then let the spell run its course if indeed combat is in progress but otherwise douse it immediately?
What you are asking for is readily available with the Smart Cast mod by NeoRunek. Just set it to only cast MageLight if not in combat and/or if you have sufficient magicka to spare.
may I suggest that, will you make a mod that can make a hotkey list that I can put some spells in and cast them instantly without changing weapon or magic on hands?
still thanks for this awesome mod! Endorsed!
moreover I guess you can make a smart and simple script for this
This is a great mod Jaxonz thanx.