Skyrim

31 comments

  1. wgperi
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    Development Status: slowly revamping the concept for 1.0 release;
    ===================================================
    Development going very slow due to require a set of skills I don't currently possess. The project is not abandoned, but instead, a new version will work slightly different to make sure the features are working, even if they are few. Some things to expect:
    - an optional non-campfire version and a lite version with only the shadow/non-shadow option,
    - a new craftable torch model
    - no compatibility with other hotkey torch mods(unless I figure how their scripting works)
    - slow progression due to momentarily being busy with other issues.

    Regarding new suggestions and ideas, I'd very much like to welcome all, maybe someone can brainstorm the mod and revive it with a slightly different approach. Needless to say, thank you all for your support and interest.

    ====================================================

    Known Issues:
    1.There are no upgrades for the torches craftable in the blacksmithing station - it is working as intended
    2.These torches don't have a dynamic shadows option in the current BETA version - inclusion is likely to occur given no problems are reported.
    3.At this moment they aren't placeable in sconces - it is working as intended
    4.Only the flickering(vanilla torch.nif/torch01)torches can be placed on sconces - depends on its implementation complexity but a fix is to be expected.
    5.The dynamic shadows feature require bDeferredShadows=0 in your SkyrimPrefs.ini to work for exteriors, thus, it is only recommended for interiors(keep or turn on your bDeferredShadows=1). ENB also requires/recommends bDeferredShadows=1
  2. Bollixed
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    Hi,

    I'd love to use this mod but I'd like to know if it's still incompatible with 'Animations' mod and 'Simple Drop Lit Torches' mod?

    I only ask because this mod looks like it's been updated since these incompatibilities were mentioned in the comments below.
    1. wgperi
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      I have been away from developing for quite a long time, other projects and the amount of incompatibilities I found during testing and troubleshooting drew me off from further work on Torch Craft even though I had some cool concepts planned. At this point I wouldn't advise to use Torch Craft at all, its main feature(which for me was being able to craft a torch variant which casts shadows) can be more securely enjoyed with Customizable Lights(https://www.nexusmods.com/skyrim/mods/80696). The models are all available as replacers if you wish to use them and the description provides their original mod pages. I appreciate your interest and wish you the best.
  3. wgperi
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    In response to post #41098450. #41098955 is also a reply to the same post.


    Spoiler:  
    Show

    Foedawg wrote: If I may, I have some constructive criticism.
    The steel torch doesn't look bulky enough around the "head" of it where the flames come out, imo. And the flame appears to be floating over the top of it a bit too high as a result. Basically, I think it should look more heavy duty and less flimsy and ornate.
    Second, the mage torch could do with some better textures around the gem part.

    Other than that, I am enjoying this very much

    wgperi wrote: Hello, and thanks for the suggestions, this is very much what I'm looking for right now. The steel torch had the flame placed over the top to produce an effect much like what you see in these two pictures https://i.ytimg.com/vi/w5tFAb53VwA/maxresdefault.jpg and https://i.ytimg.com/vi/bLeIBgyrW1c/maxresdefault.jpg . I found that placing it this way created the effect of not exactly having the fire salts burn but more like producing a gas that would then keep the flame burning. I could offer a version with this slight modification it is very simple you can do yourself in the nifskope simply by right-clicking on the Billboard node inside the torchfire NiNode and choosing: Transform>Edit then raise or lower the translation Y.

    As for it not looking bulky enough, this is interesting and I might change that based on your idea. That model is mostly from HXP but he granted permission to use given I credit him. If you can provide any image or picture with your suggestion that would be really helpful.

    And about the mage torch, do you mean the gem at the bottom of the torch or on top of it? My modelling skill is fairly minimal and texturing right now can take up a good week or two depending on how OCD I get but indeed polishing the models are what I've decided to do next of release so your suggestion is much appreciated. Thank you.


    This is the closest I could find to my idea of a bulkier steel torch. It's a bit of a stupid source but I didn't know exactly what to search to find what I wanted https://cdn3.bigcommerce.com/s-5g95y2/products/229/images/92/MetalTorch__74302.1398972668.1280.1280.png?c=2

    In regards to the gem, I meant the top one. Would be amazing if it was sort of like this mod http://www.nexusmods.com/skyrim/mods/65705/? in terms of looking like it refracts light in-game. Or maybe, if possible, a change the transparency of the thing. Some mods here on the nexus give glass/crystalline objects in the game a slight transparency.
     


    Ok due to several other things keeping me busy just today I had some time to work on that concept we discussed. First I took a vanilla model as reference and modified to resemble your suggestion, tell me what do you think of it. The model is just a scrapped version and needs a ton of work but I'd like to know if this is what you had in mind.
     
    vDqxOPL.jpg
    1. Foedawg
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      That's exactly what I had in mind
    2. wgperi
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      A lot late but I've uploaded the version with your contribution and named it after your way to refer to it, thanks a lot. I had a bit of technical issues and lost pretty much all the interest in further developing the mod due to having to inevitably increase the scope of the mod to include basic scripting, including the new models in the script that handles the swapping of the empty sconce to the one containing the torch. It didn't go very well, and is not included in the current version.
  4. stonemask4
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    can you craft torches with this mod? or with campfire?
  5. bilgenratte
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    Have a look at Realistic Torches - http://www.nexusmods.com/skyrim/mods/77924/?

    Very interesting feature! Maybe the two mods could cooperate/unite somehow ?

    I'd like to use 'Proper Torch Wield' and 'Hold Your Torch Higher' too.
    'Proper Torch Wield' has a patch for 'Smoking Torches and Candles' - will that still work in this context?

    Proper Torch Wield - http://www.nexusmods.com/skyrim/mods/69368/?
    Hold Your Torch Higher - http://www.nexusmods.com/skyrim/mods/33249/?

    [Edit]
    I compared torch.nif from Torch Craft with Proper Torch Wield original and patch:

    Header
    Version
    [Original] 20.2.0.7
    [Patched] 20.2.0.7
    [Torch Craft] 20.2.0.7
    User Version
    [Original] 12
    [Patched] 12
    [Torch Craft] 12
    User Version
    [Original] 83
    [Patched] 83
    [Torch Craft] 83
    Num Strings
    [Original] 38
    [Patched] 75
    [Torch Craft] 38

    0 BSFadeNode
    6 bhkCollisionObject
    5 bhkRigidBody
    Center
    [Original] Y:0.1420 Z:0.1988
    [Patched] Y:0.1742 Z:0.0088
    [Torch Craft] Y:0.1742 Z:0.0088
    4 bhkCapsuleShape
    First Point
    [Original] X:0.0000 Z:0.0088
    [Patched] X:-0.0000 Z:0.0088
    [Torch Craft] X:0.0000 Z:0.0300
    Radius 1
    [Original] 0.0400
    [Patched] 0.0405
    [Torch Craft] 0.0405
    Second Point
    [Original] Z:0.0088
    [Patched] Z:0.0088
    [Torch Craft] Z:0.0300
    0 BSFadeNode
    Num Children
    [Original] 2
    [Patched] 4
    [Torch Craft] 2
    Children
    [Original] 7 (Torch:0), 12 (TorchFire)
    [Patched] 7 (Torch:0), 12 (TorchFire), 97 (MXTorchSmoke01), 138 (MXTorchSparks02)
    [Torch Craft] 7 (Torch:0), 12 (TorchFire)
    7 NiTriShape
    Translation
    [Original] X: -1.5000 Y:6.0000 Z:-1.7000
    [Patched] X: -1.5000 Y:6.0000 Z:-1.7000
    [Torch Craft] X: 0.0000 Y:0.0000 Z: 1.0000
    Rotation
    [Original] Y: -18.00 P:0.00 R: 8.80
    [Patched] Y: -18.00 P:0.00 R: 8.00
    [Torch Craft] Y: -0.00 P:0.00 R:-0.00
    Scale
    [Original] 1.0500
    [Patched] 1.0500
    [Torch Craft] 1.0000
    8 NiTriShapeData
    Vertices
    can't compare, it's just to much
    Normals
    can't compare, it's just to much
    Tangents
    can't compare, it's just to much
    Bitangents
    can't compare, it's just to much
    UV Sets
    UV Sets
    can't compare, it's just to much
    Triangles
    can't compare, it's just to much
    9 BSLightningShaderProperty
    Shader Flags 1
    [Original]
    [Patched] .. | SLSF_Receive_Shadows | ..
    [Torch Craft] .. | SLSF_Receive_Shadows | ..
    12 NiNode
    Translation
    [Original] X: -7.9000 Y:47.9635 Z:-11.8783
    [Patched] X: -7.9000 Y:47.9635 Z:-11.8783
    [Torch Craft] X: 0.0001 Y:28.9635 Z: 0.9783
    Scale
    [Original] 1.1000
    [Patched] 1.1000
    [Torch Craft] 1.0000
    14 NiTriShape
    Translation
    [Original] X: 3.8000 Y:-25.5000 Z:7.0000
    [Patched] X: 4.7000 Y:-27.5000 Z:7.7000
    [Torch Craft] X: -0.0264 Y:-19.2290 Z:1.7705
    Rotation
    [Original] Y: -18.00 P:0.00 R: 8.80
    [Patched] Y: -18.00 P:0.00 R: 8.80
    [Torch Craft] Y: -0.00 P:0.00 R:-0.00
    Scale
    [Original] 1.0000
    [Patched] 1.0500
    [Torch Craft] 1.0000
    15 NiTriShapeData
    Vertices
    can't compare, it's just to much
    Normals
    can't compare, it's just to much
    Tangents
    can't compare, it's just to much
    Bitangents
    can't compare, it's just to much
    UV Sets
    UV Sets
    can't compare, it's just to much
    Triangles
    can't compare, it's just to much
    16 BSEffectShaderProperty
    Shader Flags 2
    [Original] SLSF2_Soft_Lightning
    [Patched] SLSF_Vertex_colors
    [Torch Craft] SLSF_Vertex_colors
    Emissive Multiple
    [Original] 4.0000
    [Patched] 5.0000
    [Torch Craft] 3.0000
    18 NiBillBoardNode
    Rotation
    [Original] Y: 0.00 P:-0.00 R:-0.00
    [Patched] Y: 0.00 P:-0.00 R:-0.00
    [Torch Craft] Y: 90.00 P:-0.00 R:-0.00
    19 NiTriShape
    Translation
    [Original] X: -1.0000 Y: 0.0000 Z:0.0000
    [Patched] X: 0.0000 Y:-3.0000 Z:0.0000
    [Torch Craft] X: 0.0000 Y: 0.0000 Z:0.0000
    Rotation
    [Original] Y: 30.00 P:0.00 R: 0.00
    [Patched] Y: -0.00 P:0.00 R:-0.00
    [Torch Craft] Y: -0.00 P:0.00 R:-0.00
    97 NiNode
    [Original] missing
    [Patched] 98 NiNode
    [Torch Craft] missing
    139 NiNode
    [Original] missing
    [Patched] 139 NiNode
    [Torch Craft] missing
  6. bilgenratte
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    Just for clarification: Torch Craft is compatible with Chesko's Wearable Lanterns, right ?

    Chesko writes: Incompatible with any mod that adds light sources that can be carried like a torch.

    You state, that Torch Craft is compatible with Chesko's Campfire, so I hope you had Wearable Lanterns in mind while developing ?
  7. schnubbel76
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    Hi there. I would like to use your mod, but as you mentioned some posts below, maybe a version without campfire is coming some day. I will track until then. I know campfire has some nice features and i had it installed in my last playthrough, but i really did not use it much. Since i like to keep my modlist clean (as in not overload it with mods i do not use) i prefer to wait if that version comes. Love the idea of your mod.
    1. wgperi
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      Thanks for the cheering words, I have stumbled on a few walls during development. The mod progression requires some skills I don't possess atm, so I've decided to instead of abandoning to clean it a bit to make sure the new version will have all their features working, even if they are few. A non-campfire version is something viable, thank you for your suggestion and request!
  8. Foedawg
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    If I may, I have some constructive criticism.
    The steel torch doesn't look bulky enough around the "head" of it where the flames come out, imo. And the flame appears to be floating over the top of it a bit too high as a result. Basically, I think it should look more heavy duty and less flimsy and ornate.
    Second, the mage torch could do with some better textures around the gem part.

    Other than that, I am enjoying this very much
    1. wgperi
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      Hello, and thanks for the suggestions, this is very much what I'm looking for right now. The steel torch had the flame placed over the top to produce an effect much like what you see in these two pictures https://i.ytimg.com/vi/w5tFAb53VwA/maxresdefault.jpg and https://i.ytimg.com/vi/bLeIBgyrW1c/maxresdefault.jpg . I found that placing it this way created the effect of not exactly having the fire salts burn but more like producing a gas that would then keep the flame burning. I could offer a version with this slight modification it is very simple you can do yourself in the nifskope simply by right-clicking on the Billboard node inside the torchfire NiNode and choosing: Transform>Edit then raise or lower the translation Y.

      As for it not looking bulky enough, this is interesting and I might change that based on your idea. That model is mostly from HXP but he granted permission to use given I credit him. If you can provide any image or picture with your suggestion that would be really helpful.

      And about the mage torch, do you mean the gem at the bottom of the torch or on top of it? My modelling skill is fairly minimal and texturing right now can take up a good week or two depending on how OCD I get but indeed polishing the models are what I've decided to do next of release so your suggestion is much appreciated. Thank you.
    2. Foedawg
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      This is the closest I could find to my idea of a bulkier steel torch. It's a bit of a stupid source but I didn't know exactly what to search to find what I wanted https://cdn3.bigcommerce.com/s-5g95y2/products/229/images/92/MetalTorch__74302.1398972668.1280.1280.png?c=2

      In regards to the gem, I meant the top one. Would be amazing if it was sort of like this mod http://www.nexusmods.com/skyrim/mods/65705/? in terms of looking like it refracts light in-game. Or maybe, if possible, a change the transparency of the thing. Some mods here on the nexus give glass/crystalline objects in the game a slight transparency.
    3. wgperi
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      Really appreciate your suggestion, and I won't estimate how long it will take to implement those features but be sure they are being worked on.
  9. Ankaridan
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    Trialed this mod in my hardcore Requiem-ELFx-ENB-Darkness Redone setup. A few notes:

    Soft incompatibility with Animations by Genebriss. Equipping or unequipping a flickering torch results in an animation being played (looks like plant harvesting?)

    My lighting setup makes dungeons as soullessly dark as I can possibly get. I did notice, however, no change in illumination between a vanilla torch, a Flickering Torch, and a Flickering Torch of Delving.

    I'm aware it's 98% my lighting setup, but something about the torch lighting also felt 'jarring'.

    1. wgperi
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      Thank you this is exactly the feedback I'd welcoming at this moment.

      #1: User @csbx reported a very similar issue but we didn't manage to isolate the problem but now here's an incompatibility candidate. I'll make sure to look into tracking down the bug or offer any workarounds. I absolutely love Animations and the only reason I stopped using it is that somehow it was causing a 100% vampire stuck after feeding bug so with heavy grief I had to disable it.

      #2: The flickering torch is the vanilla torch, and the flickering torch of delving only purpose is to provide a torch which casts shadows but no change was made to its lighting properties in comparison to the vanilla torch. You'll notice an increase of brightness and radius as you improve the torch adding a layer of linen wraps and then another one and some fire salts(make sure to equip your torch when looking to upgrate it). If you have the time stop by later to report if you did notice a change in the lighting of those torches(reliable and sturdy ones).
    2. Ankaridan
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      #1: Once upon a time, I discovered Animations had an incompatibility with the first release of Campfire, after an arduous amount of field testing and trial/error. When I saw the same thing occurring with this mod, I tried again without Animations and it was fixed. On the plus side, Genebriss was quite quick on rooting out and fixing the Campfire issue with Chesko, and the mod progressively continues to receive updates.

      #2: Whoops. Fire salts are a little out of my league on my test profile but I was equipping the torch, and I regularly use linen wraps as campfire tinder. I attempted to upgrade further but no options were available at that time. It could have been one of those rare moments where I had run out of linen wraps in my inventory, not 100% sure.

      I will re-examine this early next week.
    3. Ankaridan
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      All upgrade functions are intact, all the way to Sturdy Torch and Sturdy Torch of Delving. Repeatedly swapped back and forth between Delving and non-Delving without issue. Completed upgrade paths twice on each line, and once by swapping in between. No issues.

      One spelling error: Reilable Torch of Delving.

      Delving Torches function quite beautifully in my current setup. Quite enjoying the shadows.

      All three torch levels have no change in the visual model appearance. All three torch levels similarly have no change in brightness or radius, moving between Vanilla, Flickering, Reliable, Sturdy. Tested in White River Watch, Bannered Mare, and a night time stroll between.

      Per TESV, the 001D4EC (Flickering Torch) is being overwritten by Requiem: Roleplaying and Complete Crafting Rectified. I would theorize that Requiem is the primary antagonist as it's patcher is not carrying forward any lighting or models from this mod. I would assume a direct patch would be required d/t Requiem's extensive design.

      Snotgurg's Drop Torches and SM Drop Torches do not recognize, as previously noted.
      Snotgurg's torch hotkey functions similarly do not recognize.
      To further the statement on Animations by Genebriss, the animation also plays during a hotkey swap without an unequip first. Disabling all animations resolves the issue.
      All Geared Up does not recognize any mod torches for the purpose of its visual equipment.

      On the page Torch as a Weapon is listed as having some source - I am unable to discern what if this is implemented. Torch burn damage appears to equally be overwritten by Requiem and I cannot dual wield these.
    4. wgperi
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      Thank you deeply for your lengthy analysis and feedback, I currently took a break for the active development of Torch Craft but just to learn a bit more about modifying models and making edits in nifskope, shouldn't take long to come back, meanwhile the criticism is appreciated. I'm glad you had your good moments with the mod and of course being in an early release, there is a lot of work to be done. Mainly about checking what is the criteria for the other torch mods to recognize a torch and have the custom torches to be swappable in the vanilla sconces. Thanks for pointing the typo as well, I'll correct that immediately before I forget it.

      As I've stated I love Animations by Genebriss but I'm currently using More Hotkeys Please and Emotes to emulate what that mod does, it is a bit more challenging to memorize the hotkeys but make for an improved difficulty when it comes to gather ingredients and loot bodies(better than click, loot, ready). There are also other animations that can be made into powers(the Emotes mod) like take, read a book, and every other present in Animations by Genebriss.

      The torch models are different but only slightly, this is too a concept I consider expanding upon, but should take a bit more time to work on the models. At this moment the flickering torch has a slightly smaller fire(model) than the vanilla, the reliable torch has the vanilla size and the sturdy has a greater fire with a more robust linen wrapped. I'll see to post some up close comparisons, thanks for the tip.

      The torch as a weapon craft/swap is still in development since I'm not entirely satisfied with the way it casts light, but it can be used alongside Torch craft without any problems since it has its own torch weapon record and model. No conflicts at all. The way it works is that it replaces the regular torch(yielded the same way you would hold a shield, and actually is listed as a shield in nifskope) with a modified mesh that has its properties set to make the model function as a weapon. It is a matter of copy/paste from shield to weapon but the enchantment is customized so there is no conflict with vanilla settings for torch bash. If you plan to dual yield those you'll need to craft two torch/weapons. This is somehow an immersion-breaker for me and reason #2 this mod came to being, to simply set the torch to work as a weapon at any moment and then back when it is not needed anymore.

      Finally I'd suggest placing Torch Craft below Requiem, I've made only one change that would conflict and that is intended. I'll see to check what type of conflict it offers and see if there's anything other than the light settings, maybe the model but I'll have to look up close, if not then I'll set a suggestion in the description to place Torch Craft below Requiem and probably generally at the bottom for most load orders. Thank you again for your suggestions and feedback, I appreciate that you took your time to test and come back to describe your experience, indeed the shadows are the most prominent feature and the #1 reason I've started Torch Craft, but once you get your hands on it, it starts to grow and take further steps onto other mods and plans. I have to rely on very amateur techniques to implement the mod at this moment, so I'd ask for a little patience until everything is set up.

      Best regards!
  10. HXP
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    Nice Job *
    1. wgperi
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      Thank you HXP for your generosity and please make yourself at home.
  11. DonProtein
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    Awesome idea, tracking!
    Thanks for sharing this and good luck wit hfurther development
    1. wgperi
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      Thank you very much, right now the development tasks are between working on new models and looking into old issues. Game industry in a nutshell