They aren't appearing for me either, checking additemmenu, there are no lanterns added by this mod in my game at all. I've tried a lot of things, including manually installing every file, nothing shows up. The existence of any items in this mod completely eludes me. I've been spending hours trying to figure out what went wrong. I've tried installing the original mods this is based on to see if that did anything, anything at all. There is simply not a single item the ESP's are adding at all to my game and it's very hard to tell why it isn't working.
I've never felt more stupid in my life, I must be doing something horribly wrong but I can't troubleshoot it at all because no one else seems to be having this problem.
EDIT: I give up, this mod has completely defeated me. Checking SSEDIT there are definitely items in the ESP's, but my mod manager doesn't download them. Manually putting them in allows me to see them and activate them, but they do nothing in game and do not show up under additemmenu. I've never seen a mod that did this, usually some kind of glitch or error would occur that I could easily identify and deal with but there's just nothing there. It's probably my fault though so I guess I just can't use this mod.
If you wish to use it on earlier version of the game, you need to change the "Version" values in "HEDR - Header" tab of the .esp, using SSEEdit, to the values compatible with your game version.
Holy crap thank you so much! That completely fixed my problem! Usually there will be a disclaimer saying a certain version is required to use a mod but I couldn't find it so I assumed it was just one of those kinds of mods that worked on all versions.
I'm not sure how vague "have a lantern in your inventory and check forge" is, it's on the description page, and it's in the FOMOD when you install.
You either need to find a lantern misc item somewhere in Skyrim, or you need to use some way to add a lantern using additemmenu/QUI/Modex, or you need to pair this with LightsOn which adds a regular lantern recipe for 2 iron ingots.
Once you have a lantern, you go to the forge and convert to a lantern from this mod.
You either need to find a lantern misc item somewhere in Skyrim, or you need to use some way to add a lantern using additemmenu/QUI/Modex. Once you obtain a lantern, take it to the forge to modify into an hand-held lantern variant. It will also require 2 iron ingots.
Once you have a lantern, you go to the forge and convert to a lantern from this mod.
Everything you just replied would be perfect in the description of this mod. Cheers. :)
Does this include any IED presets because I can't find any for this mod in the IED menu. I am using Lights On and already have those presets activated but the new lanterns from this mod (I chose Simple Wearable Lanterns - Remastered) don't show up on my belt like Lights On lanterns do.
Edit: It probably didn't help that I was using Gate to Sovngarde which installs version 2.3 of Lights On. I'll just go head and update to the newest version of Lights On and try again. Edit 2: Never mind, updating Lights On to 2.5.1 breaks GTS dependencies. I guess the trade off with the convenience of mod collections is being stuck with outdated versions of the included mods.
I have a weird issue. The mod works in 1st person but not in 3rd except for the magic lantern. But if I use the magic lantern 1st then all lanterns work in 3rd. There is light but the lanterns fall through the ground. Using the simple wearable lantern remastered option only. the 3rd person torch option in improved camera is ticked. anyone else had this happen?
That's a body slot conflict, something you're wearing also has slot 49. On the description page I've put instructions on what to change in the plugin to fix that.
Hello, I am using SMP wind and the lantern is swinging a lot when I hold it. Is there any way to prevent SMP wind from affecting the lantern? Maybe adding the whitelist for the bone affecting the lantern in SMP wind.ini?
I am also using SMP Wind and I've not had any issues with this, though I'm using the older version NG one so maybe the features changed. Unfortunately I don't have a new version of the game to test any new features myself.
I see... Thanks your for the reply. I have another question, do you know where I can check the bone name affecting the lantern...? Because I am not really familiar with it...
The lanterns each have a ring bone and a bottom bone, some have a 3rd bone. I attach them to the SHIELD bone on XP32. You can inspect the xmls or nifs for the bone names.
Yeah things do seem a bit more touchy when there's heavy wind. I'll see what I can do, the configs are fickle.
Not sure where the problem lies so I'll post it here, my lantern has physics and looks good standing still but in motion it struggles to stay in my hand teleporting all over the place but it will reset after staying still. I don't know if this is an issue with the animations I'm using being too exaggerated for the SMP to handle, this mod or something else. I'm using FSMP, Simple Wearable Lanterns Remastered, Handheld Lanterns HDT-SMP & Handheld Lanterns Animations in that order.
I had similar problem with capes once... so my solution was to Use FSMP - Faster HDT-SMPand in MCM try different quality options for physics. For me i think if i remember this right worked AVX2 and disabled CUDA.
preface statement: i might be stupid, but i read everything i could on all mod pages.
i can equip the lanterns just fine, and the animation plays. which is wonderful! but unequipping them is challenging, impossible if using wheeler. wwhen pulling a sword, the lantern remains out, and attacking in this state leads to an a-pose. if i successfully unequip the lantern, well. it just poofs. does not go to my belt.
i really think a step by step instruction on at least one of these mod pages would benefit people like me.
The belt lanterns are part of LightsOn, not this base mod. This without LightsOn is just a torch and should act like a torch. I've never had a-posing, but I haven't tested it with all combat frameworks or anything, usually it just holds both torch/lantern and weapon and I can attack fine.
For how to use LightsOn features like belt lamps, you gotta use the IED presets, GiraPomba made an instructional video and whatnot on the mod page.
68 comments
Are there any reported issues of lanterns not showing in the forge recipe list?
I can't get mine to load any.
Cheers.
I've never felt more stupid in my life, I must be doing something horribly wrong but I can't troubleshoot it at all because no one else seems to be having this problem.
EDIT: I give up, this mod has completely defeated me. Checking SSEDIT there are definitely items in the ESP's, but my mod manager doesn't download them. Manually putting them in allows me to see them and activate them, but they do nothing in game and do not show up under additemmenu. I've never seen a mod that did this, usually some kind of glitch or error would occur that I could easily identify and deal with but there's just nothing there. It's probably my fault though so I guess I just can't use this mod.
If you wish to use it on earlier version of the game, you need to change the "Version" values in "HEDR - Header" tab of the .esp, using SSEEdit, to the values compatible with your game version.
The instructions to this mod are very vague.
Once the mod is installed, how do we get it working in game? What is the install process? Are there specific items that are needed for this to work?
You either need to find a lantern misc item somewhere in Skyrim, or you need to use some way to add a lantern using additemmenu/QUI/Modex, or you need to pair this with LightsOn which adds a regular lantern recipe for 2 iron ingots.
Once you have a lantern, you go to the forge and convert to a lantern from this mod.
Lantern (Skyrim) | Elder Scrolls | Fandom
Everything you just replied would be perfect in the description of this mod. Cheers. :)
Edit: It probably didn't help that I was using Gate to Sovngarde which installs version 2.3 of Lights On. I'll just go head and update to the newest version of Lights On and try again.
Edit 2: Never mind, updating Lights On to 2.5.1 breaks GTS dependencies. I guess the trade off with the convenience of mod collections is being stuck with outdated versions of the included mods.
Yeah things do seem a bit more touchy when there's heavy wind. I'll see what I can do, the configs are fickle.
I'm using FSMP, Simple Wearable Lanterns Remastered, Handheld Lanterns HDT-SMP & Handheld Lanterns Animations in that order.
i can equip the lanterns just fine, and the animation plays. which is wonderful! but unequipping them is challenging, impossible if using wheeler. wwhen pulling a sword, the lantern remains out, and attacking in this state leads to an a-pose. if i successfully unequip the lantern, well. it just poofs. does not go to my belt.
i really think a step by step instruction on at least one of these mod pages would benefit people like me.
For how to use LightsOn features like belt lamps, you gotta use the IED presets, GiraPomba made an instructional video and whatnot on the mod page.
Here's a vid of it in action that GiraPomba made:
https://i.imgur.com/VEkXlGw.mp4
I'm sorry I'm not sure I have much more information 🥺