hmmm, my npcs will just equip and unequip torches constantly and uncontrollably, i try to remove torch from their inventory, but another torch will immediately spawn in their inventory. I think a mod is making npcs to hold torches, i guess it must be relighting skyrim.
Does this effect Bandits and other hostile humans? It would be neat for a different version of this mod that adds torches to bandits and all other hostile humanoids in caves and ruins. Either way this really helped me out in cities.
for 1.6 users: Realistic Lighting Overhaul's exterior module has a script that does this same thing as this one, and it works with AE. You can use the script without using the whole mod.
Ooh, good to know. Maybe grvulture can add this to the desc. page or pin your comment? I wonder if other weather/lighting mods already cover it, but for those that don't, this mod seems awesome. I'm gonna track for a while and see if the couple issues people are having get sorted, then probably give this a try. :)
this mod its armasing, ty so much, then i can stil use npc with torch's and the light range smart ider, and it works realy good on the first town i gat to i use dawnguard sentries and they work one of them take it away when they close and take it back on when they away great job
That would be a godsend. You'd be saving so many poor souls across Skyrim from flaming crotches! (Maybe a good subtitle for your mod :)
If you're taking another peek at this mod, I saw someone in the EVG Animation Variance posts pointing the finger at this mod for creating a bug where people are sometimes awkwardly standing around holding their arms up without torches. Not sure if that's a bug inherent to this mod or a conflict with EVG as it adds additional variants to the torch holding animation, or what. Either way, a ton of people use EVG and having compatibility or a patch would be most appreciated as this seems worse than simply fixing some potential flickering.
Well, there's already a version out for AE, although not considered stable, it still says it's compatible with SkyUI so is there any chance to confirm with us that it works with the current AE release of SKSE?
Thanks for the update by the way, VERY appreciated!!!
David my friend, I know you have included my mod in your mod guide as essential and I appreciate it a lot, thank you! The thing is, SKSE is not stable yet. The other problem is, I'm not planning to pay Beth 20 bucks to get scammed willingly. All the hype about AE... just a creation club port that's under the facade of a new content update.Don't get me wrong, I love Skyrim, loved it since its release and still do, but Todd has been milking this game dryer than the desert! A game that has been kept alive by its community for years and gotten little to no attention from its developer. And now they remember it again, just to get their hands in our pockets. Sell a mod pack for $20, call it the Anniversary Edition, fix none of the current bugs after 10 years. No Upgrade for graphics, no widescreen support, no bugfixes, they didn't even hand out something like a digital artbook or the soundtrack for free, cause you know, you wanna act like you care about your playerbase and do something nice for them. This is a corporate decision, and a birthday to forget about.
Todd: "It just works" No, it doesn't.
You wanna do something good with 20 bucks? Take them to donation pages of modders that created the likes of Enderal, Falskaar, Wyrmstooth, the sunken city and so on.
Sorry about my rant, all in all I'm just saying I'm not endorsing AE (quite the contrary), I'm not gonna buy AE ever, so I won't be testing my mods on AE ever. If somebody wants to be my tester, they're welcome, PM me.
Well, AE is free with just enough content to make a kind of update. I also agree with you that YES, the AE should have AT LEAST included some bug fixes. I know they are probably all teams working on TES 6. And that they will spend little to no time in a game that is still popular. But, the point is that people will still update anyways no matter how many feel it's worthless.
So the AE is updated free and the paid version is only to have all of the other creation club contents asside from the 4 basic ones included in the free upgrade. So you will not get scammed willingly if you just decide to use the free update.
And no problems about your rant LOL - It made me laugh and I sure do understand LOL. But that's very kind of you to at least show that you are still rpesent in the community and not just forgetting about your mods. Thanks for the laughs and, I have to say it, some truths about this AE update being selling what other users created outside the Bethesda Studios LOL. All they did is change a few things to integrate the mods in the world in a more natural way without needing to speek to some guy or pick up something somewhere to start a quest. I totally agree on the bug part though. Why recompile everything in 2019 kit when the Creation Club content worked with the original 2015 kit that everyone was modding properly? If you make such a decision to use another package to compile your game, might as well use it for additional functions and bug fixes that were not possible in the 2015 package.
Hoping to see something soon come from this. Thanks for taking time answering me....VERY appreciated!!!!!
Ah, you're talking about this "AE", the 1.6.318 SE update. When SKSE is stable, I'm gonna give it a spin. As it is right now, I'm not gonna mess up my installation with the update and an unstable SKSE. Plus, not all the SKSE mods I'm using seem to be working yet with the new update, so I'm gonna wait a little.
To your question, I don't know if it works with the current AE release of SKSE, because I can't test it.
Awesome!!! I will be checking this once in while but I guess, we need to follow SKSE first until they release a stable version. Thanks a whole lot for you generous time and for answering us.
Just wanted to drop 2 my cents the subject, from what I understand a mod only needs updating if it uses .dll files from the old SKSE version, which as far as I can tell this mod doesn't, so in theory it should run okay on the AE update with the preliminary SKSE build. I think. (I might be completely wrong)
136 comments
If you're taking another peek at this mod, I saw someone in the EVG Animation Variance posts pointing the finger at this mod for creating a bug where people are sometimes awkwardly standing around holding their arms up without torches. Not sure if that's a bug inherent to this mod or a conflict with EVG as it adds additional variants to the torch holding animation, or what. Either way, a ton of people use EVG and having compatibility or a patch would be most appreciated as this seems worse than simply fixing some potential flickering.
Thanks for the update by the way, VERY appreciated!!!
This is a corporate decision, and a birthday to forget about.
Todd: "It just works"
No, it doesn't.
You wanna do something good with 20 bucks? Take them to donation pages of modders that created the likes of Enderal, Falskaar, Wyrmstooth, the sunken city and so on.
Sorry about my rant, all in all I'm just saying I'm not endorsing AE (quite the contrary), I'm not gonna buy AE ever, so I won't be testing my mods on AE ever. If somebody wants to be my tester, they're welcome, PM me.
So the AE is updated free and the paid version is only to have all of the other creation club contents asside from the 4 basic ones included in the free upgrade. So you will not get scammed willingly if you just decide to use the free update.
And no problems about your rant LOL - It made me laugh and I sure do understand LOL. But that's very kind of you to at least show that you are still rpesent in the community and not just forgetting about your mods. Thanks for the laughs and, I have to say it, some truths about this AE update being selling what other users created outside the Bethesda Studios LOL. All they did is change a few things to integrate the mods in the world in a more natural way without needing to speek to some guy or pick up something somewhere to start a quest. I totally agree on the bug part though. Why recompile everything in 2019 kit when the Creation Club content worked with the original 2015 kit that everyone was modding properly? If you make such a decision to use another package to compile your game, might as well use it for additional functions and bug fixes that were not possible in the 2015 package.
Hoping to see something soon come from this. Thanks for taking time answering me....VERY appreciated!!!!!
To your question, I don't know if it works with the current AE release of SKSE, because I can't test it.