IMHO this mod shouldn't cause any CTDs. But I'm still not very experienced with Papyrus Scripting. So feel free to look in my Code in point out any issues.
Also, according to the Posts in Quick Light SE, Quick Light itself seems to cause CTDs sometimes (never happened to me). I don't think I can do anything about that ...
excellent mod/ however, it gave me CTD in the below scenario: 1. i had Quick light player only beforehand before i downloaded your mod. 2. I had one lantern in my inventory, i set the brightness in my inventory, then gave 1 follower lantern to kaidan. it worked awesome for just one follower. Whenever i toggled mine, kaidan's also toggled. No issues, played for few hours...
3. then i crafted 2 more lanterns for Inigo and Sofia, I DID NOT set their brightness for these 2. gave them to sofia and inigo. 4. when i toggled my own lamp on, CTD. Probably because system didnt know what brightness to set for the ones I gave to inigo and sofia
Hmmm .... new crafted lanterns should be set to normal brightness immediately. You should never have a lantern without brightness level in your inventory. I will look into this. Do you remember by any chance the name of the lanterns after crafting? Was it "Follower Lantern" or "Follower Lantern [normal]"? Thanks for the report.
Indeed, there is a problem. I have 6 followers to whom I have given a lamp that I made and that mentions [normal]. When I turn mine on, it's direct CTD. If I take away their lamps, I don't have a CTD anymore. Afterwards, I didn't set mine to normal. Could that be the reason ? Maybe there is a maximum number of lamps to distribute for the graphic engine. I also use ENB Light and Lux. I will do some tests.
I didnt even know you could alter the brightness of follower lanterns, I just handed mine out, not had any crashes so far- Inigo & Kaidan have them. I am aware that there is a limit on the amount of lightbulb's allowed in a scene & it causes flashing, flickering & distorted shadows if too many but dont know if it can cause crashes. Knowing Skyrim though it probably does. The mod is working wonderfully for me in any case. Many thanks geudem
I merged quicklight with some other mods lol. I tried to use SSEDIT to change the master to my merge, but this mod has many dependencies on the quicklight.esp. I don't know how to fix that besides removing he quicklight.esp from my merge and use fallrim tools to "clean" my save. Any ideas?
I merged all my quicklight patches alongside my quicklight mod in a general merge with other mods & have had no problems so far. Maybe undo your merge & redo it with the patches, might work for you without destroying your save but I know script mods are a tricky beastie at the best of times. I use zEdit merge & it is brilliant for unmerging, altering then merging again - it has a relink function that gathers a report of all your scripts inside the merges so they can be acurately added to the game, you run it after you have set up your modlist. Good luck anyhow I will cross my fingers for you.
Just a heads up that this is not working (for me) with the 4.2.2 version of JContainers. Not sure why, but I read a post over there saying 4.1.13 works if you revert, so I'll give that a try. Otherwise I get a warning when starting the game that this mod can't find that mod. I'm 99.9% positive I have other mods dependent of JContainers and this is the only one I am getting the warning for.
EDIT: That apparently worked for me, for now. It also corrected an error I was getting when saving with the game save name saying "Corrupted Game" and no image appearing to show were the save was taken. I don't know if that will give you any clues if there are issues, but I'm thinking it is a whole "SE-AE-I-can't-make-up-my-mind-what-to-mod-for" thing with JContainers.
Hey man! Love the idea of this, but I don't want my followers wearing lanterns. I'm trying to re-write the code to make it applicable to a set of rings, but running into some issues.
Spoiler:
Show
The issue is with the this segment of code. I took a look at your source code and can't see where any of the variables for J containers are defined. I think I have it set up so the rest of the code could work, basically just duplicated what you did and made the items rings instead of lanterns, but I can't even add the option to your code for the Rings because none of the variables are defined in the base code.
Event OnInit() if !JContainers.isInstalled() Debug.MessageBox("Quick Light For Followers\n\n" + \ "Requirement \"JContainer\" not found!\n" + \ "This Mod will not work as intended.") self.stop() else _jActiveLanternsMap = JFormMap.Object() JValue.retain(_jActiveLanternsMap) Debug.Notification("\"Quick Light For Followers\" initialized.") endIf EndEvent
The things like !Jcontainers and JValue and Jmap, any help would be awesome!
how hard would it be to add a second hotkey to quicklight that toggles between the lantern and the mage light? i'd LOVE the ability to swap between them on the fly. or maybe just give each their own separate hotkey, if that may be more simple, idk. also curious about the possibility of changing the color of the mage light to a warmer one, via an in-game option, rather than a mesh or texture replacement.
also for your mod here, would be awesome to have two separate items you can give your follower that specifies which light they use, so that they don't necessarily have to use the same one as you. just some ideas i've had for a while :) regardless, thanks for your work!
Quick Light is implemented as an Ability. Via the MCM Menu you configure how this Ability looks like. Whether it is a Lantern or a Mage Light. Since there is only one Ability for you and your Followers you will always have the same Ligthsource.
yeah, looking at the mod it makes sense that it wouldn't be possible to use more than one appearance simultaneously, since it just uses a script to change the filepath for the effect mesh. so then aside from that, shouldn't it still be possible to use that same script to change the appearance for the player without having to open the MCM?
i ran Quicklight's scripts through Champollion and it looks like it should be totally possible. all it does is use a variable to change the appearance: function SetLightSourcePass(int type) bool HasLight = false if LightSourceType != type LightSourceType = type HasLight = self.HasLight() endIf if type == 0 BrightnessEffect.GetHitEffectArt().SetModelPath("magic\\QuickLight\\QuickLightFX.nif") elseIf type == 1 BrightnessEffect.GetHitEffectArt().SetModelPath("magic\\QuickLight\\QuickLightFX_Magic.nif") HasLight = self.HasLight() elseIf type == 2 BrightnessEffect.GetHitEffectArt().SetModelPath("magic\\QuickLight\\QuickLightFX_NoEffect.nif") HasLight = self.HasLight() endIf if HasLight == true player.AddSpell(LightSpell, false) endIf endFunction
i admit i don't know enough about scripting to do it myself, but wouldn't it be fairly simple to make a separate ability that just uses a hotkey to toggle that variable between 0 and 1? granted, it would eliminate the possibility to use the no-effect appearance, but i'm okay with that.
also it would warrant its own separate mod page, considering at this point it would be unrelated to your follower lanterns mod.
Honestly: I've never looked in the code of Quick Light. All My mod does is manage the Lanterns and give the Quick Light Ability to NPCs wearing a lantern.
To accomplish what you ask for you have to add new Abilities with new Effects to the game. All in all it would be a Reimplementation of Quick Light itself. Beside from the Effords this would lead to Permission problems i think ...
wonder if tktk could be bothered for permissions. would be awesome if they'd just be willing to add that feature themself but i doubt they could be bothered to do so, they only seem to be active on japanese modding sites anymore. i might see if i can just make it for myself and then reach out about permissions.
30 comments
New Features:
IMHO this mod shouldn't cause any CTDs. But I'm still not very experienced with Papyrus Scripting. So feel free to look in my Code in point out any issues.
Also, according to the Posts in Quick Light SE, Quick Light itself seems to cause CTDs sometimes (never happened to me). I don't think I can do anything about that ...
however, it gave me CTD in the below scenario:
1. i had Quick light player only beforehand before i downloaded your mod.
2. I had one lantern in my inventory, i set the brightness in my inventory, then gave 1 follower lantern to kaidan. it worked awesome for just one follower. Whenever i toggled mine, kaidan's also toggled. No issues, played for few hours...
3. then i crafted 2 more lanterns for Inigo and Sofia, I DID NOT set their brightness for these 2. gave them to sofia and inigo.
4. when i toggled my own lamp on, CTD. Probably because system didnt know what brightness to set for the ones I gave to inigo and sofia
I will look into this. Do you remember by any chance the name of the lanterns after crafting? Was it "Follower Lantern" or "Follower Lantern [normal]"?
Thanks for the report.
The mod is working wonderfully for me in any case. Many thanks geudem
Any ideas?
Sad panda.
EDIT: That apparently worked for me, for now. It also corrected an error I was getting when saving with the game save name saying "Corrupted Game" and no image appearing to show were the save was taken. I don't know if that will give you any clues if there are issues, but I'm thinking it is a whole "SE-AE-I-can't-make-up-my-mind-what-to-mod-for" thing with JContainers.
If I save after that the save is corrupted 100% of the time.
Will try the previous Jcontainers with caution.
JE 4.1.13 --> this mod does not work at all with that version (no triggering on companions).
Event OnInit()
if !JContainers.isInstalled()
Debug.MessageBox("Quick Light For Followers\n\n" + \
"Requirement \"JContainer\" not found!\n" + \
"This Mod will not work as intended.")
self.stop()
else
_jActiveLanternsMap = JFormMap.Object()
JValue.retain(_jActiveLanternsMap)
Debug.Notification("\"Quick Light For Followers\" initialized.")
endIf
EndEvent
The things like !Jcontainers and JValue and Jmap, any help would be awesome!
Click the button there that says: [email protected] (1.4k)
Quick Light is implemented as an Ability. Via the MCM Menu you configure how this Ability looks like. Whether it is a Lantern or a Mage Light. Since there is only one Ability for you and your Followers you will always have the same Ligthsource.
i ran Quicklight's scripts through Champollion and it looks like it should be totally possible. all it does is use a variable to change the appearance:
function SetLightSourcePass(int type)
bool HasLight = false
if LightSourceType != type
LightSourceType = type
HasLight = self.HasLight()
endIf
if type == 0
BrightnessEffect.GetHitEffectArt().SetModelPath("magic\\QuickLight\\QuickLightFX.nif")
elseIf type == 1
BrightnessEffect.GetHitEffectArt().SetModelPath("magic\\QuickLight\\QuickLightFX_Magic.nif")
HasLight = self.HasLight()
elseIf type == 2
BrightnessEffect.GetHitEffectArt().SetModelPath("magic\\QuickLight\\QuickLightFX_NoEffect.nif")
HasLight = self.HasLight()
endIf
if HasLight == true
player.AddSpell(LightSpell, false)
endIf
endFunction
i admit i don't know enough about scripting to do it myself, but wouldn't it be fairly simple to make a separate ability that just uses a hotkey to toggle that variable between 0 and 1? granted, it would eliminate the possibility to use the no-effect appearance, but i'm okay with that.
also it would warrant its own separate mod page, considering at this point it would be unrelated to your follower lanterns mod.
To accomplish what you ask for you have to add new Abilities with new Effects to the game. All in all it would be a Reimplementation of Quick Light itself. Beside from the Effords this would lead to Permission problems i think ...