I had a problem where all the guard except for my character, have their lantern hanging while they're not using it, and this kinda disturb me, and I had to disable the mod at the moment. I hope I could find a solution to this.
if you mean lanterns floating in the air near the body, you probably use IED. you should get the IED preset in the installer and don't forget to apply it in the game on both the Player and NPC tabs
I keep getting issues where after unequipping the lantern my arm stays in the equipped position till I draw my weapon. Is there a way to remove the animation?
i'm not an animation expert but i don't think so, since it uses a single record for all the animations. tho i believe your issue is related to another mod, like something about automatic equipping or something else.
Torches Cast Shadows was the culprit for me, with the animation bug. I had to forward the idle animation from Dawnguard DLC. For those with similar issue. This most likely will work for other mods overwriting Dawnguards idle animation for equip torch.
I made a Patch to forward Dawnguards Idle animation for equip torch, that fixes the animation issue with Usable Lanterns and perhaps other mods. Pm me for the patch. Once I post this on the Nexus I'll update this comment. The following mods work together with this patch.
Smoking Candles & Torches
Torches Cast Shadows
Usable Lanterns SE Tweaked
Usable Lanterns Haze Edition
Usable Lanterns Haze Smim Patch
Now all will function properly together to provide shadows for Torches and Lanterns, while maintaining the smoking effect of SCAT. For those not using SMIM consider another Lantern mesh without the SMIM patch.
Those Patching with Synthesis ENB Patcher, DO NOT include Usable Lanterns Haze SMIM Patch, it will negate the shadow effect.
=Update= If both a lantern and a torch are in the backpack, once the torch is equip it seems to take priority, meaning the lantern will get auto disarmed and replaced with the torch. Haven't yet resolved this issue, if anyone has any incite please share.
i think the lanterns in this mod defies the law of physics some, there are 2 candles in there. but if my character is moving around tilting doing an action, i think those candles would fall over.
After updating to the newest GOG version, equipping and unequipping the lantern locks my camera horizontally in first person. Any idea what could be causing this?
Sounds similar to the known bug with Chesko's Wearable Lanterns. If you use it, get Wearable Lanterns - ESP Fix from my patch hub. Without it that mod breaks animations for all mod-added torches and lanterns except Chesko's lanterns, since it overwrites the edits of Dawnguard.esm on TorchEvents [IDLE:0002A9D3]. If you don't use it then maybe some other mod has the same issue, you can check that record in xEdit. If no, then idk, but very unlikely that it's caused by the game version itself.
Very cool mod, but unfortunately, once I added Immersive Equipment display, the NPC's in my party that have lanterns now have them on their waist, inverted around 90 degrees, kind of like they're being pulled up into the sky.
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But I don't see Usable Lantern for IED despite checking it in installer.
I just made my own preset anyway. Very good mod, it was 1 minute inconvenience.
I hope I could find a solution to this.
tho i believe your issue is related to another mod, like something about automatic equipping or something else.
For those with similar issue. This most likely will work for other mods overwriting Dawnguards idle animation for equip torch.
I made a Patch to forward Dawnguards Idle animation for equip torch, that fixes the animation issue with Usable Lanterns and perhaps other mods. Pm me for the patch. Once I post this on the Nexus I'll update this comment. The following mods work together with this patch.
Now all will function
properly togetherto provide shadows for Torches and Lanterns, while maintaining the smoking effect of SCAT.For those not using SMIM consider another Lantern mesh without the SMIM patch.
Those Patching with Synthesis ENB Patcher, DO NOT include Usable Lanterns Haze SMIM Patch, it will negate the shadow effect.
=Update= If both a lantern and a torch are in the backpack, once the torch is equip it seems to take priority, meaning the lantern will get auto disarmed and replaced with the torch. Haven't yet resolved this issue, if anyone has any incite please share.
Happy Modding :)
Is there anyway change lantern as sellable at general store?
If you don't use it then maybe some other mod has the same issue, you can check that record in xEdit. If no, then idk, but very unlikely that it's caused by the game version itself.
Screenshot:
https://drive.google.com/file/d/1n1wvzVzlHKHQXPCjGCtElUriL4NOyTZf/view?usp=sharing