MarkInMKUK Posted March 3, 2011 Share Posted March 3, 2011 (edited) I think there is a scripted "torch as a weapon" someplace, but I suspect that's done using OBSE and something very clever too. It always struck me as odd that the default torch wasn't a club + fire damage as well. I'm making the assumption in the suggestion above that it's easier to make a torch that looks like a sword, and add damage, than to make a working weapon act as a torch too, but if you've already done a script to do the latter then doing the former may be redundant. Edited March 3, 2011 by MarkInMKUK Link to comment Share on other sites More sharing options...
Lanceor Posted March 3, 2011 Share Posted March 3, 2011 Hmmmm... I did a bit of a search based on your info and found "Wieldable Torches". From the description, it creates a weapon using the torch mesh (including the fire which is basically an animated mesh). The illumination it provides is indeed a lightsource scripted to follow the player though it doesn't require OBSE. The problem with adding damage to a torch is that the game treats it as a torch and doesn't allow the animation to swing it as a weapon. Even if the animation could be added, a script to move a light around is probably easier than a script to calculate hit detection and damage. I guess we'll have to keep searching for the Holy Grail of glowing weapons. :) Link to comment Share on other sites More sharing options...
MarkInMKUK Posted March 3, 2011 Share Posted March 3, 2011 Maybe skyrim will sort it out Of course, a glowing weapon would cause serious problems when sneaking :) I can't see a bright glowing dagger with fire damage being popular for assassin-types Link to comment Share on other sites More sharing options...
whalecakes Posted March 3, 2011 Share Posted March 3, 2011 ...Just make a script that constantly positions a light source on the player if they have an enchanted weapon drawn. o_oa Link to comment Share on other sites More sharing options...
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