Get the Custom Light mod. It's a customizable, personal light source with no hovering object. I use the torch with shadow setting, but I found it odd to have light with no source, so I'm going to try this one. It looks very cool and a bit more....(I'm going to use the overused "I" word) immersive.
I do have a suggestion in fact. I've outlined it here https://forums.nexusmods.com/index.php?/topic/9292798-new-light-spells/ I'm very excited to try this mod out. Downloading now.
User IDontEvenKnow (below) has a good overview of the issues. I just want to add that I like the effect of this mod a lot. I tried half a dozen different candlelight mods to try to get an effect like holding a torch, and none of them seem to do it right. Even the more "orange" glowing lights are different--a little hazier light than the fire from a torch, or too orange, or most of them also have too far a radius. So, for that I thank the mod author.
The mod is still buggy though. I was able to install it using the loose files as IDontEvenKnow describes, but I had to use console commands to give myself all of the spells. The toggle spell doesn't seem to work (it casts an effect around the player's feet, but no torch or light appears) Even still, the toggle ability wasn't the most important thing to me, getting the light right was.
A note to anyone having install troubles (read: everyone):
The .bsa packed v1.1 is packed correctly, but it's missing the script for the toggle spell (FloatingTorchToggleScript.pex). The mod should work, but the toggle spell variant won't.
The loose file version appears to have all of the appropriate files, but is packed incorrectly: the .esp should be in the Data folder, not one level above it.
If you're installing with MO2, click Manual in the Quick Install interface, drag hovering torch.esp into the Data folder, then right click on Data -> Set data directory, and continue as normal.
For manual installs or other mod managers, you'll have to drag the contents of Data\Data one level up, so they're just in Data.
That aside, it's a pretty neat mod.
Edit: the leveled list injection script doesn't actually work properly either, which means that except for the placed spell tome reference in Dragonsreach, it's almost impossible to get the spell tomes legitimately in-game. Permissions are mostly closed on this file so I can't release a fix, but at the risk of offending the mod author (and no offense intended, but I've made other mod authors upset by doing this sort of thing before) I can still post a workaround:
Spoiler:
Show
(I'm quoting myself from a PM and can't be bothered to reformat what I wrote)
Ah yeah, I don't think the leveled list injection works at all. The way the mod author implemented it was very strange, the leveled list injection script is attached to an invisible object reference (if you run CenterOnWorld tamriel -11 11 it'll put you in the same cell) instead of a quest, which means that the script won't run until you wander close enough to that cell for the object ref to load. When it actually does run, it adds the spells to a leveled list only used by boss loot chests, and blacksmiths for some reason. I believe that blacksmiths lack some flag or other that allows them to sell the spell tomes even when they do show up in their inventories, so getting the spell tomes from them is a no-go.
Your other options are to hope to get really lucky from boss chests (unlikely), or console the spells or spell tomes in directly. To do that, either run help "floating torch" 4 , then player.addspell each of those FormIDs; or, help floatingtorch 4 and player.additem each of those FormIDs and read the books. Maybe player.removeitem f 1000 afterwards to pretend you bought the tomes normally.
Thanks for your info. It was very helpful. It is really sad that the author decided to make his/her mod so complicated and put the object reference into the mountains rather than somewhere near Whiterun. I'm still struggling to understand why would you do it like that in the first place. I mean, why triggering it like this instead of just putting it into vendor's inventory. I was wondering if this was ported from the original mod, or was that added later on. It looks like it could have been ported.
Alright so, first off, thank you for the informative feedback, that I appreciate & no, not offended at all. It's good to know in detail issues with this particular mod as at the time I made it, I'll admit, part of it was due to me; user error & as for the BSA, I didm't realize at the time, but the creationkit was not properly packing all files in the archive & it's my fault for not double checking however, Loose file version, that, I will totally own up to, I dunno what I was doing at the time, but that should be resolved. Now, as for the script, I'll admit, I'm not very strong in, I had made that particular script from a tutorial that I used in order to make it. However, it appears that didn't work out so well & that should be resolved as well.
A few things I want to make clear is no, this mod is not a simple port from oldrim. This I made from almost scratch all over & the majority of the creation of this mod was a lot of NIF file editing. When it comes to nifs & evertything that pertains to them, that is my strong point.
Either way, it's good to know what the exact issue was with my mod & by the way, Idontevenknow, hell, if you want, I have no issue with you creating a fix, or even as a matter of fact, a re-release in a fully functional form. Right now, I don't have SSE installed & at the moment am working on some nifty little mods for Fallout 4 at the moment.
At the time, I don't even know what I was thinking with the permissions, however, I have no issue with it. If you do, contact me & let me know.
Suggestion. Can you make a version of the spell where it is just the flames without the stick? the stick floating in my vision freaks me out occasionally..
I installed the mod but the vendor in dragonsrech doesn't have any of the spells. I found the 60 second one on his alchemy bench but no matter which version I install none of the spells show up for sale, including the toggle one which I need!
Have you thought of just removing the wood and ash part of the torch for the "fireball" option? Or giving that part a 100% transparent texture so all it leaves is the flame? Just a thought.
On the script part, it looks like you didn't include the PSC part of the scripts in the Source folder. Data/scripts/Source is the path to it.
First of all, I need to say how much I love this mod. I never thought I would need something like this, but now I don't think I can do a play-through without it. I'm having a couple problems with it however. First, as a couple others have mentioned, the toggle-able version of the spell does not actually summon a torch for whatever reason. I tried switching to the loose files version but then none of the spells worked for me, even after a clean save and re-install. Also, for the torch ring, I gave it to my follower and initially it worked as it was supposed to and it was amazing. Upon reloading though, the light from the torch stopped working even though the torch was still floating above them. This might not be a problem on your end of things but I thought I'd mention it in case you know of a way to fix this.
Love it, Much better than candlelight in my opinion. Is it possible for this to actually use the torches? just like when u normally use them for some time?
36 comments
1. Spectral Torch, make the torch resemble the spectral weapons. it would be cool.
2. Floating Lantern. I think I would prefer it to the torch.
that's all . great mod.
Like Final Fantasy XVIš§
I'm very excited to try this mod out. Downloading now.
The mod is still buggy though. I was able to install it using the loose files as IDontEvenKnow describes, but I had to use console commands to give myself all of the spells. The toggle spell doesn't seem to work (it casts an effect around the player's feet, but no torch or light appears) Even still, the toggle ability wasn't the most important thing to me, getting the light right was.
If you're installing with MO2, click Manual in the Quick Install interface, drag hovering torch.esp into the Data folder, then right click on Data -> Set data directory, and continue as normal.
For manual installs or other mod managers, you'll have to drag the contents of Data\Data one level up, so they're just in Data.
That aside, it's a pretty neat mod.
Edit: the leveled list injection script doesn't actually work properly either, which means that except for the placed spell tome reference in Dragonsreach, it's almost impossible to get the spell tomes legitimately in-game. Permissions are mostly closed on this file so I can't release a fix, but at the risk of offending the mod author (and no offense intended, but I've made other mod authors upset by doing this sort of thing before) I can still post a workaround:
Ah yeah, I don't think the leveled list injection works at all. The way the mod author implemented it was very strange, the leveled list injection script is attached to an invisible object reference (if you run CenterOnWorld tamriel -11 11 it'll put you in the same cell) instead of a quest, which means that the script won't run until you wander close enough to that cell for the object ref to load. When it actually does run, it adds the spells to a leveled list only used by boss loot chests, and blacksmiths for some reason. I believe that blacksmiths lack some flag or other that allows them to sell the spell tomes even when they do show up in their inventories, so getting the spell tomes from them is a no-go.
Your other options are to hope to get really lucky from boss chests (unlikely), or console the spells or spell tomes in directly. To do that, either run help "floating torch" 4 , then player.addspell each of those FormIDs; or, help floatingtorch 4 and player.additem each of those FormIDs and read the books. Maybe player.removeitem f 1000 afterwards to pretend you bought the tomes normally.
Now, as for the script, I'll admit, I'm not very strong in, I had made that particular script from a tutorial that I used in order to make it. However, it appears that didn't work out so well & that should be resolved as well.
A few things I want to make clear is no, this mod is not a simple port from oldrim. This I made from almost scratch all over & the majority of the creation of this mod was a lot of NIF file editing. When it comes to nifs & evertything that pertains to them, that is my strong point.
Either way, it's good to know what the exact issue was with my mod & by the way, Idontevenknow, hell, if you want, I have no issue with you creating a fix, or even as a matter of fact, a re-release in a fully functional form. Right now, I don't have SSE installed & at the moment am working on some nifty little mods for Fallout 4 at the moment.
At the time, I don't even know what I was thinking with the permissions, however, I have no issue with it. If you do, contact me & let me know.
Love your mods BushwalkerSP!
On the script part, it looks like you didn't include the PSC part of the scripts in the Source folder. Data/scripts/Source is the path to it.
Thanks for all your work, its really great