My thanks for the info. In truth, I must admit that I went ahead and installed it, about a week after seeing no reply here. I have been using this mod happily, and problem free, as one of over 1300 mods, for almost exactly a year. A year when I have been home recovering from a serious injury, and been playing Skyrim for hours every day. Love this mod, and it installed mid-game, and has worked steadily, with no problems for me.
However, if I had not yet installed this version, I would still prefer to follow your recommendation (just had a look at it), and I hope anyone else reading this does the same. Thanks again!
Well that's obviously why it looked so good - I did mention that I'm in recovery... good meds
Regardless, the mod works great, problem and conflict free for me, installed mid-game into a stupidly long and heavily patched and cross-patched mess of a load order that somehow works beautifully. Makes me vewy vewy happy...
EDIT: After posting the above, I actually went and took a look at FormList Manipulator - FLM. It does look incredibly useful - it first came out when I was 2500 hours into my playthrough with everything working fine, so I had no need to discover it. This mod is one of only 2 I have added in mid-game, so it doesn't matter much now, but it is certainly worth knowing about for future.
Off topic but would anyone happen to know which mod adds that dark red portion to the magicka bar seen in the screen shots? I'm assuming it symbolizes reduced max magicka and have been looking for something like that for a while but haven't found anything so far.
Can torches ignite other flammable things also? For instance, in the Thieves Guild quest regarding the Summerset Shadows, there's an optional objective to burn their banner. But vanilla torches don't ignite it. Would this mod allow them to do that?
I also ended up here looking for the same thing. I don't think it does allow you to use a torch on the banner, but will be using this mod anyway since the changes it makes are still really good.
Great mod. Hope you can help me out. I don't want to use the Creation Club archery mod. In my game when I shoot and NPC that's standing in an oil puddle with a bow enchanted with fire, the oil puddle doesn't ignite. I want NPC's, such as Draugur, or bandits, that are set on fire with an bow enchanted with fire and/or shock while standing in an oil puddle to ignite the oil puddle. I'm assuming this is a FormID List thing. Can you assist me in any way on this? Mega thanks.
It's amazing how long this game can be played before you stop and ask yourself "how did I play without this mod and/or that mod?" Alas, this has become and essential immersion mod for me. Thanks!
Instead of saying a mod is useless because you don't understand how to use it is insulting to the author and yourself. Maybe it would be more constructive to ask how to use it and what the best implementation would be.
Here's how to fix this for personal use: open the plugin in xedit, go to the FormID List record for TrapGasOnHit [82E17], and then add this formID to the list: RuneLightningProjectile [PROJ:000665BA]
28 comments
In truth, I must admit that I went ahead and installed it, about a week after seeing no reply here.
I have been using this mod happily, and problem free, as one of over 1300 mods, for almost exactly a year. A year when I have been home recovering from a serious injury, and been playing Skyrim for hours every day.
Love this mod, and it installed mid-game, and has worked steadily, with no problems for me.
However, if I had not yet installed this version, I would still prefer to follow your recommendation (just had a look at it), and I hope anyone else reading this does the same.
Thanks again!
Regardless, the mod works great, problem and conflict free for me, installed mid-game into a stupidly long and heavily patched and cross-patched mess of a load order that somehow works beautifully.
Makes me vewy vewy happy...
EDIT: After posting the above, I actually went and took a look at FormList Manipulator - FLM.
It does look incredibly useful - it first came out when I was 2500 hours into my playthrough with everything working fine, so I had no need to discover it. This mod is one of only 2 I have added in mid-game, so it doesn't matter much now, but it is certainly worth knowing about for future.
So, @Xaliber & gpthree... Thanx!!
1) Load up this mod and Complete Alchemy and Cooking Overhaul in SSEedit
2) Add CACO as a master to this mod
3) Exit and save this ESP (this will populate CACO objects in this mods lists)
4) Add the projectile objects (PROJ) from CACO to the ONHIT formlist in this mod. They all start with xCACO_
5) Don't add the POWER versions of the projectiles
6) Compact Formlists for ESL if desired
7) Save
Works in my game, but sometimes you need to hit the oil in a certain spot
One minor flaw i found: Shock runes that are triggered dont ignite oil on the floor. Maybe add that if you can. :)