1. I just realized my "fix" for making the fire affect poison-immune enemies did not work, lol. Will continue testing things, I'm sure this is solvable. In the meantime, I'm sorry your arrows can't currently burn Draugr :c Fixed. Turns out it was an vanilla bug, Scrambled Bugs fixes this. Must set the relevant patch in its INI to "TRUE". Check images for details. No changes to my mod are necessary. 2. Fire arrows do not ignite oil puddles.Fixed! Thanks to Excinerus for their trap script! 3. Fire visual effect does not currently have sound (or at least not sound that I can hear) - Not sure what causes this.
Apologies if this has already been asked but do these give off light (useful alternative to mage light)? If not is that something you'd consider adding in the future?
love this. I'm just wondering can old rim use this is it possible to be ported from Le TO old rim I cant run new skyrim on my PC with over 4 to 5 hundred mods I have on the old rim, but if not, thank you for a wonderful mod May I get to try it one day .
The only hard requirement is Po3's papyrus extender, which has an oldrim version, though I'm not sure if all of the functions that I use are present. Everything else is highly recommended, but optional. Unfortunately I don't mod for oldrim so I won't be making such a port myself. Perms are always open however should anyone wish to do so.
Thanks for this ! Works fabulously in my testing. One thing regarding the advanced version--I never saw recipes appear to craft the arrow wraps. Could you clarify this process ?
they don't show up unless you have the ingredients, which I did to avoid cluttering up the crafting menu in larger modlists where it can get rather large.
You just need linen wraps and either Troll Fat, Spriggan Sap, Sujamma, or Dwarven oil. There's also an optional patch for animal fat if using Hunterborn.
Thanks a lot - that game design choice totally makes sense. I guess the other side of the tension is that ideally, a player without that knowledge (let's say a player booting up skyrim after a year of not playing), should be able to intuitively learn / discover this without having to meta through it with a .txt document on the desktop with a list of 40 mechanics in the game / recipes etc. to re-acquaint themselves with ! But, yeah, it's not exactly easy to implement that.
On my setup, the recipe does not appear at any station even though I'm equipped with troll fat + linen wraps. Tried starting a new game, tried re-installing to be sure I had the complex version of the mod installed. This could be a me-problem, but thought I'd let you know.
should have added it's crafted at a cooking pot, in case you didn't try that one, but if it's not working despite that, I couldn't tell you why unfortunately, as I never had issues getting that to work. :c
Because it's weapon related I only checked blacksmith and tanning rack--my bad ! Of course now that I see the cookpot working, that's actually more intuitive. Thanks a lot !
I also opted for the cooking pot since it's one of the few crafting stations that most campsites add, which made them easy to craft on the go with any mod or creation that adds camping.
I have the same or the VR equivalents of all the dependencies, no tinkering was needed on my part. You need to have the bow fully drawn for the effect to work.
I don't know if it's a VR-specific thing, but I can light my bow on a torch from like 5 feet away, bow doesn't need to be anywhere near it to be lit. Also, bow needs to be fully drawn in order to get lit but I understand why that's the case for VR.
For the fully drawn thing, that's expected behavior, it's that way in normal Skyrim as well, that's the animation I check for to trigger the effect, As for the distance, it can be a little wonky for certain fire sources, as I still haven't gotten around to fine-tuning them, simply because it's a really tedious task and I just haven't had the motivation to do it, but I could absolutely imagine VR being less precise with those calculations
It also just turns out that torches are awkward. Despite being on the wall the actual object seems to be some 150-ish units away, so standing right up on them doesn't work with this change but moving farther back and aiming at it does, which explains why I thought I was able to get it lit from so far away.
It's been a while since I actively worked on this mod, but I WANT to say I tried that and for some reason wasn't happy with it, but I could be wrong, and if it's working for you then great!
Torches are indeed wonky, the PROPER solution, which I never bothered implementing because it's tedious AF, is to group different fire types into formlists based on size, and have torches be checked individually outside of (or in their own) formlists. Then you can adjust the angle/distance needed based on the formlist the nearest detected fire is in. (so bonfires don't need you to be basically on top of them, and torches feel more consistent).
This is actually how Hunterborn does it.
The problem is that this involves testing every fire type in the game and tweaking them all individually and I got lazy and just found a value that I felt worked "good enough" for most fires, lol.
Hey, I saw a comment from an author of a mod Proper Mod-Added Torch Support but it had no answer. Your mods have a conflict. Could you possibly include his fixes in your mod?
I currently do not have Skyrim installed so I'm unable to test it, but I uploaded a patch that SHOULD forward their changes to the conflicting script, just load the patch after both this mod, and the torch support mod.
If anything breaks, just uninstall the patch, lol. The only difference it makes is that torches added by the DLC will be able to burn bee hives and (possibly) ignite oil, so if this doesn't fix it it's not a big enough concern for me to bother installing Skyrim again. Hopefully it just works :)
Edit: actually, thinking back, I do think I listen for the denock key
If there is an incompatibility there, it would be that the effect won't wear off if you put your bow away or cancel the shot, and after 10 seconds you'll get a small stagger and lose the arrow and then the effect will go away, otherwise it should work fine
I'm taking a break from modding while I learn other programming languages, and dip my toe in game development, but when I get back to modding again I'll see about fixing that if somebody else doesn't offer a patch, my permissions are always open
depends on if it uses the same animation annotations, if the game think's you're aiming a bow it should work. If not, then I'll look into it should the author of that mod start supporting it again.
121 comments
1.
I just realized my "fix" for making the fire affect poison-immune enemies did not work, lol. Will continue testing things, I'm sure this is solvable. In the meantime, I'm sorry your arrows can't currently burn Draugr :cFixed. Turns out it was an vanilla bug, Scrambled Bugs fixes this. Must set the relevant patch in its INI to "TRUE". Check images for details. No changes to my mod are necessary.2.
Fire arrows do not ignite oil puddles.Fixed! Thanks to Excinerus for their trap script!3. Fire visual effect does not currently have sound (or at least not sound that I can hear) - Not sure what causes this.
But yes they give off light, though after 10 seconds the arrow burns up so not a great alternative to magelight.
Might I suggest a torch?
Honestly I don't remember, like 25-50ish? enough to matter, not enough to break anything, mostly there for immersion and utility.
You just need linen wraps and either Troll Fat, Spriggan Sap, Sujamma, or Dwarven oil. There's also an optional patch for animal fat if using Hunterborn.
Once again, fabulous work !
I also opted for the cooking pot since it's one of the few crafting stations that most campsites add, which made them easy to craft on the go with any mod or creation that adds camping.
I was informed it did not.
Did you have to do anything special? Or maybe the other person was just missing dependencies lol
PlayerRef.GetHeadingAngle(currentFire) < 25
with
PlayerRef.GetHeadingAngle(currentFire) > -25 && PlayerRef.GetHeadingAngle(currentFire) < 25
It also just turns out that torches are awkward. Despite being on the wall the actual object seems to be some 150-ish units away, so standing right up on them doesn't work with this change but moving farther back and aiming at it does, which explains why I thought I was able to get it lit from so far away.
Torches are indeed wonky, the PROPER solution, which I never bothered implementing because it's tedious AF, is to group different fire types into formlists based on size, and have torches be checked individually outside of (or in their own) formlists. Then you can adjust the angle/distance needed based on the formlist the nearest detected fire is in. (so bonfires don't need you to be basically on top of them, and torches feel more consistent).
This is actually how Hunterborn does it.
The problem is that this involves testing every fire type in the game and tweaking them all individually and I got lazy and just found a value that I felt worked "good enough" for most fires, lol.
If anything breaks, just uninstall the patch, lol. The only difference it makes is that torches added by the DLC will be able to burn bee hives and (possibly) ignite oil, so if this doesn't fix it it's not a big enough concern for me to bother installing Skyrim again. Hopefully it just works :)
Is it gamepad compatible?
Edit: actually, thinking back, I do think I listen for the denock key
If there is an incompatibility there, it would be that the effect won't wear off if you put your bow away or cancel the shot, and after 10 seconds you'll get a small stagger and lose the arrow and then the effect will go away, otherwise it should work fine
I'm taking a break from modding while I learn other programming languages, and dip my toe in game development, but when I get back to modding again I'll see about fixing that if somebody else doesn't offer a patch, my permissions are always open