If you wanna disable the Lamp, select them in console and type "Toggleai"
Just remember where you left them. [Edit] Does not stay in location. It will only follow you if you fast travel (Follow is strong, more like teleport then stay where its been teleported) It will still not follow you till you enable it.
>you get to choose from torches, wearable lanterns/torchbugs, quick light, candlelight and nightsight nah, I'll just go with the adorable lamp that magically slithers on the ground and follows you around like a puppy <3
Can you make an update to remove the moving lamp's collision? It's hard to fight in narrowed spots when it'S right behind you. It also blocks enemies often time...
I've been attempting to do so, unsuccessfully for a while now. I tried Felisky's "Disable Follower Collision" mod, but it did not work for the lamp as it did for other followers. I'll keep working on it and trying different things, but I cannot seem to remove the collision from the lamp.
I have a request. You know how most followers will move out of your way if you pull your weapon out while touching them? Lampy doesn't do that and blocks doorways at times. I've learned to live with it and lure him in further because he won't back up no matter what. Would that be hard to add to Lamp follower?
PS. from what I can tell so far NPCs will still target the no-combat lamp and Lamp does seem to flee two enemies but with a large group of enemies it seemed to stay put and take the punishment.
Update: Ok, so the new Lamp mod is a plugin only so we use it as a patch not a stand-alone mod. The name is updated, oh good : ) I was about to call the Non-combat version when installed alone/without the original mod, the "Thief Invisible Version." I actually used it alone during a Thieves Guild mission(s) because you can't tell Lampy to stay, only uninstall which isn't optimal for your save mid-playthrough. Or just swap in the new plugin/mod, disabling the original Lamp follower mod temporarily, leaving just the new plugin so he's invisible for a sneaking/thieves guild mission. Lampy makes hiding in shadows pretty much impossible otherwise.
==Original post: New Non-Combat Lamp is invisible or something. Doesn't show up when I fast travel or when I console the NPC Lamp in (player.placeatme XXX). I tried several times and made sure the plugin was enabled in MO2's right-panel. Moment I went back to the previous (Combat Target) Lamp v2 SE it worked again.
I've used this mod forever. I have a version for LE that I converted but I'm switching to this version if there's any difference. It would be nice like someone said here if enemies wouldn't target it. It's a bit cheaty that way but I love the mod. Thanks
Well, ah.. I swapped out the mods and the lamp never showed up. Then I tried consoling in the NPC follower (help lamp... etc) and it didn't appear. I'm surprised if this is an issue why I'm the first to report it. So I don't know. I guess not for me so far. It worked for you?
Hello, Pazion. I have tried something that may work. In a quick test in which I summoned 6 bandits who were all hostile towards me, none of them attacked the lamp. The lamp also flees combat now. The changed file should now be uploaded.
Love the mod! Great work on porting it. Was curious after all the MxR vids. Am I correct in stating that the lamp follower does not make sound when walking? Also as previous post pointed out, spells to control it (summon, stay, follow) would be a nice addition
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Nice mod, the only thing I feel that lets it down is there is no way in game to make it stop following you, Maybe add a spells that makes it stop following you and spawn next to you and start following again.
Yes, in the lamp follower mod folder, create a folder named Sound. Inside of the Sound folder you just created, create another folder named fx. Then inside of the fx folder you just created, create a folder named Lamp. Finally, in that folder (Lamp), place your .wav format sound file. This is the exact hierarchy that mine has and the sound works. Cheers
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Just remember where you left them.
[Edit]
Does not stay in location. It will only follow you if you fast travel (Follow is strong, more like teleport then stay where its been teleported) It will still not follow you till you enable it.
nah, I'll just go with the adorable lamp that magically slithers on the ground and follows you around like a puppy <3
Thank you.
Update: The mod "No collision Between Actors SSE" uploaded by TheNukaDude works with the lamp. You are able to pass through the lamp and all other creatures/actors with this mod. No Collision Between Actors SSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
doesn't do that and blocks doorways at times. I've learned to live with it and lure him in further because he won't back up no matter what.
Would that be hard to add to Lamp follower?
PS. from what I can tell so far NPCs will still target the no-combat lamp and Lamp does seem to flee two enemies but with a large group of enemies it seemed to stay put and take the punishment.
I was about to call the Non-combat version when installed alone/without the original mod, the "Thief Invisible Version." I actually used it
alone during a Thieves Guild mission(s) because you can't tell Lampy to stay, only uninstall which isn't optimal for your save mid-playthrough.
Or just swap in the new plugin/mod, disabling the original Lamp follower mod temporarily, leaving just the new plugin so he's invisible for a
sneaking/thieves guild mission. Lampy makes hiding in shadows pretty much impossible otherwise.
==Original post:
New Non-Combat Lamp is invisible or something. Doesn't show up when I fast travel or when I console the NPC Lamp in (player.placeatme XXX). I tried several times and made sure the plugin was enabled in MO2's right-panel. Moment I went back to the previous (Combat Target) Lamp v2 SE it worked again.
Thanks
Am I correct in stating that the lamp follower does not make sound when walking?
Also as previous post pointed out, spells to control it (summon, stay, follow) would be a nice addition