/!\ Once installed, don't remove it until a new playthrough. Persistents scripts and elements. Deleting the scripts and unatached elements with Resaver corrupt your save, be careful. /!\
Mini feature request, have candles randomly turn on/off on cell load. Simulating npcs turning them on and off. So you can find random candles unlit vs them always being lit unless you the player puts them out.
Be cool if npcs turn them on if the get close to unlit candles. To add some subtle lighting dynamics naturally regardless of player interaction
Curious if it's an expected result that this mod generates 14000 lines into papyrus log in a minute after loadup, because that's what it is doing for me.
[03/27/2025 - 12:15:19AM] warning: Property DC_CandleLight on script DynamicCandles attached to (000737DE) cannot be initialized because the script no longer contains that property
after deleting this mod the resaver tool shows unattached script instances that when removed corrupts the save. If you dont clean the save with the resaver the loose instances stay there and continue to show even in the subsequant saves from that point on. Is there a solution for that?
I find JK's mods adds a zillion lights EVERYWHERE and as a result there's a lot of flickering. If I can use this mod to turn off most of those lights and make the cell stable again...
No, this patch is for the Optimization option, which is in the LPO's FOMOD. Basically does the same thing as Eternal Flames patch - disables some candles.
I finally gave it up because some candles from Diverse Candles and LUX had inconsistent mesh and texture after extinguishing these candles even though I installed patches. A solution to avoid this inconsistency may be to provide files of lighting candles as well in patches and let them overwrite the original files.
I have tested this, it seems that it does not remove ELFX lights as they are a separate entities from the candle itself. So the ELFX light will remain there even if you turn off the candle light, it will just look less bright but not pitch black.
Definitely no no with ELFX. I will try to find better compatible lights than ELFX. Seems like it works okay with Lux (some part are still separate light entities / inextinguishable) but its less beautiful.
273 comments
Persistents scripts and elements.
Deleting the scripts and unatached elements with Resaver corrupt your save, be careful. /!\
Be cool if npcs turn them on if the get close to unlit candles. To add some subtle lighting dynamics naturally regardless of player interaction
[03/27/2025 - 12:15:19AM] warning: Property DC_CandleLight on script DynamicCandles attached to (000737DE) cannot be initialized because the script no longer contains that property
I find JK's mods adds a zillion lights EVERYWHERE and as a result there's a lot of flickering. If I can use this mod to turn off most of those lights and make the cell stable again...
This would be a huuuuuuuge endorsement.
So the ELFX light will remain there even if you turn off the candle light, it will just look less bright but not pitch black.
Definitely no no with ELFX. I will try to find better compatible lights than ELFX.
Seems like it works okay with Lux (some part are still separate light entities / inextinguishable) but its less beautiful.