Ok, finally completed the patch and verified it is all working (honestly looks so much better with the animated lanterns), It is an fomod so you can choose which lanterns to replace with this depending on the region.
I just checked your meshes and it seems that the candle is invisible via one side of the glass: the one containing the little door. This occurs for both meshes, by the way.
Very pretty, I had blue lanterns before, I didn't realise the fomod was just patches, grabbed the actual files once I realised my mistake. They look lovely now.
Definitely the best looking lantern model out there.
I had no issues with it when using Rudy ENB - didn't even notice this problem with the candles disappearing from certain angles (not saying the problem doesnt exist, just never noticed it).
Recently though, I changed over to Cabbage ENB for NAT 3.
Unfortunately, what I'm seeing now is that the frosted effect of the glass is more powerful - leading to the glass panes almost looking white in most darkened environments.
This may sound like a dumb question, but it wasn't entirely clear to me. I hope I'm not being too specific.
Clarity on Terms: "Base Mod" is referring to the tick box option called Base Mod in the Patches Fomod. Base Mod (In Bold) is referring to the "TB's HD Lanterns 1K SSE Version" I have installed and enabled. Patches (In Italics) is referring to the Patches FOMOD. Background: I am using Mod Organizer 2, so right clicking on a mod and selecting "Information" lets me see file conflicts.
I have "TB's HD Lanterns 1K SSE Version" installed and enabled. Then I have the "TB's Better Lanterns (Patches) - FOMOD" file loaded after it.
In the Fomod for the Patches there was tickbox option for "Base Mod" under the "Introduction" header. (Note: This option is unticked by default with the 1K version of the mod itself is installed and enabled.)
When I tick that option during FOMOD installation, I noticed that it adds two more files to the "TB's Better Lanterns (Patches) - FOMOD"
Those two files overwrite the same two files in the Base Mod (HD Lanterns 1K SSE Version). But only those two files, leaving the other seven files (with names like: "LanternGlow, LanternGlass, LanternBase") in the Original mod untouched.
Key questions: Does this mean that the Base Mod Itself is bundled with the Patches (If I tick the "Base Mod" option)?
If SO, why does it only just replace those two files? and not all nine files included in the Base Mod?
If NOT, should I tick the "Base Mod" box in the Patches FOMOD if I have the Base Mod Itself already installed separately?
Alternatively, should I keep "Base Mod" option ticked because the Patches FOMOD fixes those two files in the Base Mod somehow?
TLDR Version:
Am I supposed to tick the "Base Mod" Option in the Patches FOMOD or Not?
And if I do, (with the regular mod installed separately) does it actually fix anything, or just overwrite those two files in the regular mod unnecessarily?
I second this, also "simple wearable lantern". So far yours is my favorite lantern model, it would be wonderful if we can have patches for both wearable lantern mods so I can have your lantern on my PCs hip as he walks across skyrim.
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Shader Flags 1 - Refraction was missed - for that kind of lantern with glass and fire on. :)
I may try to add wind animations.. I will try at least.
I had no issues with it when using Rudy ENB - didn't even notice this problem with the candles disappearing from certain angles (not saying the problem doesnt exist, just never noticed it).
Recently though, I changed over to Cabbage ENB for NAT 3.
Unfortunately, what I'm seeing now is that the frosted effect of the glass is more powerful - leading to the glass panes almost looking white in most darkened environments.
What could I do to help reduce this?
I hope I'm not being too specific.
Clarity on Terms:
"Base Mod" is referring to the tick box option called Base Mod in the Patches Fomod.
Base Mod (In Bold) is referring to the "TB's HD Lanterns 1K SSE Version" I have installed and enabled.
Patches (In Italics) is referring to the Patches FOMOD.
Background:
I am using Mod Organizer 2, so right clicking on a mod and selecting "Information" lets me see file conflicts.
I have "TB's HD Lanterns 1K SSE Version" installed and enabled.
Then I have the "TB's Better Lanterns (Patches) - FOMOD" file loaded after it.
In the Fomod for the Patches there was tickbox option for "Base Mod" under the "Introduction" header.
(Note: This option is unticked by default with the 1K version of the mod itself is installed and enabled.)
When I tick that option during FOMOD installation, I noticed that it adds two more files to the "TB's Better Lanterns (Patches) - FOMOD"
/meshes/Clutter/common/candlelanternwithcandle01.nif
/meshes/Clutter/common/candlelantern01.nif
Those two files overwrite the same two files in the Base Mod (HD Lanterns 1K SSE Version).
But only those two files, leaving the other seven files (with names like: "LanternGlow, LanternGlass, LanternBase") in the Original mod untouched.
Key questions:
Does this mean that the Base Mod Itself is bundled with the Patches (If I tick the "Base Mod" option)?
If SO, why does it only just replace those two files? and not all nine files included in the Base Mod?
If NOT, should I tick the "Base Mod" box in the Patches FOMOD if I have the Base Mod Itself already installed separately?
Alternatively, should I keep "Base Mod" option ticked because the Patches FOMOD fixes those two files in the Base Mod somehow?
TLDR Version:
Am I supposed to tick the "Base Mod" Option in the Patches FOMOD or Not?
And if I do, (with the regular mod installed separately) does it actually fix anything, or just overwrite those two files in the regular mod unnecessarily?
Thanks.
So far yours is my favorite lantern model, it would be wonderful if we can have patches for both wearable lantern mods so I can have your lantern on my PCs hip as he walks across skyrim.