csbx Posted May 5, 2016 Share Posted May 5, 2016 Is it possible to force a npc (not a follower) to carry a torch ? And if so, is there any way to use a shadow-casting omni for that light ? I can't at the moment think of in-game examples of this happening, but if you can, I'd appreciate the tip. The reason I'd like this [for the mod I'm designing] is twofold:1) increased stealth challenge opportunities if lights can move--no standing a foot from an enemy in the dark.2) aesthetic, atmospheric possibilities related to a moving shadow-casting light. Link to comment Share on other sites More sharing options...
wgperi Posted September 3, 2016 Share Posted September 3, 2016 Hello, from my experience on the matter I'd first point a few issues regarding what you are suggesting. - First, followers do seem to carry torches on their own(in other thread a user pointed that it is related to the imagespace the dungeon/interior is set with) but sometimes they will not pull the torch right after you give it to them, but after some other event that is unclear to me. Sometimes saving and reloading do the trick. - Second, you can set the torches to cast shadows but there is a quite severe issue(IMO) that is the engine limits the amount of shadow casting light sources up to 4, so if there are 4 shadow casting lightbulbs on any interior, and you pull out a torch which is set to also cast shadows, it is likely that the torch will either not cast any light at all, or any other light source close to you(I don't know how the priorities are set) but after 4 the game will turn any other off. BTW it can still be done, given you have the Hardcore module of ELFX or maybe other mod that turns off the light of some dungeons. - Third, and a shameless plug, given these issues I've started to work on an alternative to the listed issues and came up with a fairly early mod called torch craft, intended to be used under the above conditions(dark dungeons with hardly any light source left). To put briefly the torch can be converted to being able to cast shadows and back to vanilla default depending on the user dispositions. It is fairly early in development but the core of the mod is having the torches cast shadows. I'm currently stuck with some advanced features like torch ranks and upgrades and having these custom torches placed in wall sconces but the main omni to shadow-omni feature works since it was the main reason the mod came to life. If you have interest and wanna try please provide some feedback and any idea you may have, I'm currently looking for workarounds since I'm a total noob on scripting and could not make satisfying progress in editing the torch swap script present in the wall sconces. Link to comment Share on other sites More sharing options...
thumbincubation Posted September 3, 2016 Share Posted September 3, 2016 (edited) If it would be of any use to either of you, I've been trying to cut my teeth on nifskope, and have this working. The CK form is torch01, with this 3d model, so you can control the light output the same way as you would a torch.*edit: by that, I mean I duplicated torcho1 and added this model to the dup, leaving the default torch as is. Edited September 3, 2016 by thumbincubation Link to comment Share on other sites More sharing options...
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