You would need to add a script which disables/deletes all light sources close to the lantern (the slosest one) once the lantern has been removed. Come consideration would be needed for lighting overhauls too.
Giamel, could you make training dummies havok enabled? Or whatever it would make them react to being hit, like those punching ground sacks that are pushed back when punched but get back up again?
It also applies to iEquip, but there is a problem, the original torch time is 240 seconds, iEquip can adjust the torch time, but the lantern time is -1, which causes iEquip adjustment function is forced to 1, become unable to adjust, change the time to 240 will return to normal.
There is a flag called 'dont Havok settle' See here it will stop the lanterns from falling on load, and would also stop lanterns falling on slopes or having issue when there partly in other meshes Untill the player or npcs knock them or a magic effect blasts them ect
Other then checking the script properties im not sure
Iv not followed the changes with BOS can you make the lanterns only change when the player is close enough?
That or you use BOS to change the lanterns to static activator version that has a simple script when activated gives you the havoc lantern and disables the activator Potentially the activation spot could be reactivatable to put the lantern back
Shouldn't be too complicated First make a new activator and setup BOS to swap all lanterns to that Second make a simple on activate script player.additem (Havok lantern ID) then disable self And possibly a Third step to have an new invisible activator to be put into the same spot as the lantern we can activate to put the lantern back
There is another mod on Nexus that's called Destructible Skyrim - Base Object Swapper by OddCoward that did similar stuff but the problem being and seems to be a common issue now is that you make the ground based lanterns Havok enabled you inevitably make those that hang up on posts the same. So all the lanterns end up on the floor. Not being a Modder I am not aware how many in game Lantern types there are, I think there are TWO ? one with a candle and one without maybe.
I was hoping that someone that knows modding like yourself could dig out a way to exclude the hanging ones.
Also is it possible to pull from texture path replacers as the lanterns now have a really odd candle flame compared to how I was used to seeing candles generally in game.
But again, this is some funky shizzle and stuff well beyond me so congrats for doing this so quickly....
Yea, there are actual hanging lanterns but it looks like these are being used as hanging lantern's also. The next step is to go through and hand pick which lanterns should be swapped. I aint doing that.
It hasn't specifically to my knowledge been done for lanterns as such. Destructible Skyrim mod enabled some stuff on barrels and tables to fall when furniture breaks which did include the lanterns. But that has that issue where all lanterns are now on the floor.... Plus it sometimes work and sometimes not, that's more to do with Base Object Swap as it's slightly temperamental and doesn't always work in every situation I have found.
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See here it will stop the lanterns from falling on load, and would also stop lanterns falling on slopes or having issue when there partly in other meshes
Untill the player or npcs knock them or a magic effect blasts them ect
Iv not followed the changes with BOS can you make the lanterns only change when the player is close enough?
That or you use BOS to change the lanterns to static activator version that has a simple script when activated gives you the havoc lantern and disables the activator
Potentially the activation spot could be reactivatable to put the lantern back
Shouldn't be too complicated
First make a new activator and setup BOS to swap all lanterns to that
Second make a simple on activate script player.additem (Havok lantern ID) then disable self
And possibly a Third step to have an new invisible activator to be put into the same spot as the lantern we can activate to put the lantern back
It would be like how Dynamic Things Alternative - Base Object Swapper is setup so you can take and put pack could be done with wall torches too
There is another mod on Nexus that's called Destructible Skyrim - Base Object Swapper by OddCoward that did similar stuff but the problem being and seems to be a common issue now is that you make the ground based lanterns Havok enabled you inevitably make those that hang up on posts the same. So all the lanterns end up on the floor. Not being a Modder I am not aware how many in game Lantern types there are, I think there are TWO ? one with a candle and one without maybe.
I was hoping that someone that knows modding like yourself could dig out a way to exclude the hanging ones.
Also is it possible to pull from texture path replacers as the lanterns now have a really odd candle flame compared to how I was used to seeing candles generally in game.
But again, this is some funky shizzle and stuff well beyond me so congrats for doing this so quickly....
The next step is to go through and hand pick which lanterns should be swapped. I aint doing that.
Even with the above mod the lanterns laying about are still fixed.