Detailed NPCs is my suite of mods that equips various items to NPCs relevant to their roles (e.g., guards, mercenaries, farmers, etc.). As a result, Detailed NPCs enhances storytelling through small visual cues that provide insights (even clues!) to all the wonderful (and not so wonderful!) NPCs in game. Many of my mods can be used together to create layers of meaning.
I will only maintain the main mod moving forward (i.e., REDUX). Optional mods are now deprecated. Special thanks to ominostm1 for providing assistance with the REDUX version.
6 team members with light source causes no light on one of them.
Situation: when I use a mod that gives an item to light up the followers, like wearable lanterns or candlight spell, for example. What happens: 5 members with light source everything is normal, but if a 6th member equips a light source, one of them will not give any illumination, only the effect on the lantern or candlelight. sometimes it alternates between who of the 6 members will not have lighting.
I did a search and some people said that it might be due to limitations. Is there any way to resolve this?
I don't use lighting mods, just "realistic Tourch light".
Hi. Very cool idea. If you wanted to stop additional lanterns being added to the NPCs every time the game starts up, would it not be possible to add conditions to the spell itself so that the effect only fires on NPCs without a lantern already equipped? Seems like the easiest way to prevent the effect adding a new lantern every time the game loads.
In any case, definitely adding this (and a few of your others) to my load order. Cheers.
Just a quick heads up. With the latest SPID version (6.3) I learned that form ID references need to be in 0x format to work. The optional file Detailed NPCs - Simple Wearable Lanterns for NPCs - Guards and Miners (SPID) won't work without that adjustment to the IDs in the INI file. I don't use the main file, so not sure if that needs updating.
Would it be possible to config so that only a % of guards would have lanterns? would be a nice touch to see a few here and there instead of every single guard having them since they also carry torches at night :P
edit: i'm dumb and should read more, just saw it in the description lol
My Followers keep getting Lanterns added into their inventory when I dont want them to, even after I remove the item a new one will re-appear randomly later
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Special thanks to ominostm1 for providing assistance with the REDUX version.
Is it possible to create a SPID mod that adds torches ? If so, Will the NPC use this torch ?
I recommend opening up the DISTR file and adding these lines
Keyword = ActorTypeBandit|*Bandit
and
;Equip an IRON lantern to BANDITS
Spell = 0xD66~DNPCsSimpleWearableLanternsREDUX.esp|ActorTypeNPC|BanditFaction|NONE|NONE|NONE|100
So that the bandits patrolling their walls actually have light.
just did exactly that.....
Situation: when I use a mod that gives an item to light up the followers, like wearable lanterns or candlight spell, for example.
What happens:
5 members with light source everything is normal, but if a 6th member equips a light source, one of them will not give any illumination, only the effect on the lantern or candlelight. sometimes it alternates between who of the 6 members will not have lighting.
I did a search and some people said that it might be due to limitations. Is there any way to resolve this?
I don't use lighting mods, just "realistic Tourch light".
Screenshot:
https://ibb.co/RzThZFD
thanks
In any case, definitely adding this (and a few of your others) to my load order. Cheers.
edit: i'm dumb and should read more, just saw it in the description lol