Hey! You made me think deeply for a while, thanks! About your question: Torches do "remember" their duration after dropping and picking up again. I'll add it to the features list.
I'm sorry, i dont use iEquip myself, so i dont know how that one manages the times; you'll have to try and see. Probably you'll have to load NET after it and disable/set to 0 iEquip torch settings (if such thing exists) via MCM/console. Tell us how it went in case you tried, so others can benefit please!
Alright, will do. iEquip doesn't have the 0 or disable option, 1 minute is min. I set the load order like you said, set NET to 8 hours and iEquip to 15 minutes (max value). I'll play and pay attention to how long it actually takes. Then report back here when I have more info.
Reporting back. iEquip takes precedence over NET (tested on version 1.5.0eh). It doesn't matter what time you set in NET MCM. The game looks at the time set in iEquip MCM, and the slider allows values from 1 to 15 minutes.
update: I've played a bit and tested torched. I believe it is fully compatible! Torches ignite enemies, though, I haven't tested the exploitability just yet.
edit: wait, maybe not. I think I have this mod before the other mod and that stops the mcm from working. I'm gonna fiddle around a bit and update again
edit 2: nevermind, I did have this mod after the other one already. So sadly, they're incompatible
Im not maintaining that many files, sorry about that. HOWEVER, i think you can do your own DIY non mcm version by deleting NET_MCM.pex from Scripts folder, MCM folder from the root and using SSEEdit to remove _NET_MCMQuest entry. Do it before using the mod for the first time. Hope it helps.
If its of any interest to you, I could do the visual dev, and you can focus on the programming side. This little mod is just a big quality of life for the game.
a problem, use torch when talk with someone or shopping, torch doesn't disappear. -i draw a torch talk and trade with riverwoodtrader lucan, wait for some time, then everything like vanilla nothing changed. (my setting MCM: duration 30, timescale 15 )
a suggestion, give a MCM message option, can diable notice message.
I've tested this on a vanilla playthrough. Exact same conditions and npc and can't replicate your bug. Most likely it's not caused by this mod. Thank you!
thanks for test and response. a question, mod only for player not for npc?
and i guess i met a problem. about the things i mentioned, perhaps it's not related to dialog. i notice when torch burnt off, the next time load from save, script doesn't work by a chance. for test reseaon, i set torch duration to 10s. sometimes mod work fine, messsage say" half burnt off" "has burnt off", sometimes u load from save no message no torch off all vanilla. i met this, just a remind.
Only works on player. Not sure if ill make it work for npcs too in the future.
Tested what you said in a new vanilla game: Set duration to 10 seconds -> Burnout 1st torch completely -> save game -> load game and take out the second. Can't replicate your bug. Also tried to load after shutting down the game entirely, but no problem either. I'd recommend making tests on a clean save, and check the compatibility section in description. Nonetheless, ill keep an eye on it during a longer playthrough.
Please use the "bugs" tab for future issues, just for the sake of organization. Thanks! ^^
well, good work:D actually, i tried digging 'idle animation' , want to find a setting to diable torch using in special weather before, due the complex time calculation.
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Does this mod behave differently? E.g will it remember the duration even if i drop it then pick it back up?
You made me think deeply for a while, thanks! About your question:
Torches do "remember" their duration after dropping and picking up again. I'll add it to the features list.
Probably you'll have to load NET after it and disable/set to 0 iEquip torch settings (if such thing exists) via MCM/console.
Tell us how it went in case you tried, so others can benefit please!
edit: wait, maybe not. I think I have this mod before the other mod and that stops the mcm from working. I'm gonna fiddle around a bit and update again
edit 2: nevermind, I did have this mod after the other one already. So sadly, they're incompatible
HOWEVER, i think you can do your own DIY non mcm version by deleting NET_MCM.pex from Scripts folder, MCM folder from the root and using SSEEdit to remove _NET_MCMQuest entry. Do it before using the mod for the first time. Hope it helps.
Are you considering adding an UI element to see the current timer of the torch?
-i draw a torch talk and trade with riverwoodtrader lucan, wait for some time, then everything like vanilla nothing changed. (my setting MCM: duration 30, timescale 15 )
a suggestion, give a MCM message option, can diable notice message.
and i guess i met a problem. about the things i mentioned, perhaps it's not related to dialog. i notice when torch burnt off, the next time load from save, script doesn't work by a chance.
for test reseaon, i set torch duration to 10s. sometimes mod work fine, messsage say" half burnt off" "has burnt off", sometimes u load from save no message no torch off all vanilla. i met this, just a remind.
Tested what you said in a new vanilla game: Set duration to 10 seconds -> Burnout 1st torch completely -> save game -> load game and take out the second. Can't replicate your bug. Also tried to load after shutting down the game entirely, but no problem either.
I'd recommend making tests on a clean save, and check the compatibility section in description. Nonetheless, ill keep an eye on it during a longer playthrough.
Please use the "bugs" tab for future issues, just for the sake of organization. Thanks! ^^