Here are the two main scripts. There is another one, but I know it's not responsible for this behavior. I think the problem lies in the second scipt, but I'll post both for clarity.
ScriptName TorchBrightnessScriptfloat fQuestDelayTimefloat Brightnessfloat Brightness05float Brightness06float fWeightfloat Weightfloat fLightingTimershort CaveCountshort OblivionCountshort Typeshort TypeCountshort bLightingTorchshort Armedshort Amountshort Weapref Torchref rWeapref Cellref ItemBegin GamemodeIf GetGameLoaded Set fQuestDelayTime to 1 RunBatchScript "Data\Brighter Torches.ini" PrintC "Brighter Torches Initialized"EndIfIf Player.GetItemCount Torch05 > 0 Player.RemoveItemNS Torch05 1EndIfIf bLightingTorch Set fLightingTimer to fLightingTimer - GetSecondsPassed If fLightingTimer <= 0 Set Armed To Player.IsWeaponOut Set rWeap To Player.GetEquippedObject 16 If Player.GetEquipped Torch02 == 0 && Armed == 0 || Player.GetWeaponAnimType < 2 && Player.IsShieldOut == 0 && GetWeaponType rWeap != 4 Set bLightingTorch To 0 Player.EquipItemNS Torch02 Set TorchIsEquipped To 1 EndIf EndIfEndIfSet Weap To Player.GetWeaponAnimTypeIf TorchRetrieveMalonn == 1 set TorchRetrieveMalonn to 0EndIfSet rWeap to Player.GetEquippedObject 16If Player.GetEquipped Torch02 == 1 && Player.IsWeaponOut == 1 && Player.IsShieldOut == 1 || Weap > 1 || rWeap != 0 && GetWeaponType rWeap == 4 Player.AddItemNS torch06 1 Player.EquipItemNS torch06 Player.Drop torch06 1 Player.RemoveItemNS Torch02 1 Set TorchIsEquipped to 0EndIfIf Player.GetEquipped Torch02 && Player.IsTorchOut == 0 Player.UnequipItemNS Torch02 EndIfIf Player.GetEquipped Torch02 || TorchIsEquipped Set TorchIsEquipped To 1Else Set TorchIsEquipped To 0EndIf....other stuff not related to DLT
Here's where I think the problem lies, but cannot find anything:
ScriptName retrievetorchMalonnfloat TorchBurnoutshort Startershort Armedfloat Tempfloat TorchXfloat TorchYfloat TorchZfloat TorchFXfloat TorchFZref LightRefref rWeapBegin GameModeSetOwnershipIf GetDisabled LightRef.Disable Enable Activate PlayerEndIfIf GetDisabled == 0 && Starter == 0 Set Temp to GetPos Z + 80 SetPos Z, Temp Set LightRef To PlaceAtMe Torch03light Set Starter To 1EndIfSet TorchBurnout To TorchBurnout + GetSecondsPassedSet TorchX To GetPos X set TorchY To GetPos Yset TorchZ To GetPos ZLightRef.SetPos X, TorchXLightRef.SetPos y, TorchYLightRef.SetPos z, TorchZIf (HasFlames == 0 || TorchBurnout >= 250) LightRef.Disable RemoveFlames DisableEndIfEndBegin OnActivate PlayerActivateSet TorchRetrieveMalonn To 1Set Starter To 0LightRef.DisableSet TorchBurnout To 0EndBegin OnAdd Player Set rWeap To Player.GetEquippedObject 16If GetDisabled == 0 Player.AddItemNS Torch02 1 If Player.GetEquipped Torch02 == 0 Set Armed To Player.IsWeaponOut If Armed == 0 || Player.GetWeaponAnimType < 2 && Player.IsShieldOut == 0 && GetWeaponType rWeap != 4 Player.EquipItemNS Torch02 Set TorchIsEquipped To 1 ElseIf Player.IsInCombat == 0 && aaaTorchBrightnessQuest.bLightingTorch == 0 Set aaaTorchBrightnessQuest.bLightingTorch To 1 Set aaaTorchBrightnessQuest.fLightingTimer To 1.5 EndIf EndIfEndIfEnd