Permanent torch

Post » Wed Aug 26, 2009 11:28 am

Just a quick query here; any ideas on how to edit a torch so that it burns indefinately?

There's a fair few which don't stop burning when placed on the ground but is there any way to make or torch or lantern burn infinitly even when equipped by the player?

Thanks
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Stace
 
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Post » Wed Aug 26, 2009 11:20 am

I don't know of any way to do this, although It should be possible, with a little work, But I have tried to before. It never worked. :(
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Lizzie
 
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Post » Wed Aug 26, 2009 9:37 am

Bethesda made the Pilgrim's Lantern burn for 1 billion seconds, which is basically infinite unless you play one character compulsively for 33 years without getting a Night Eye spell.
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Alycia Leann grace
 
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Post » Wed Aug 26, 2009 5:46 am

I remember attempting this a long time ago...

I ended up with a rather complicated script that kept replacing the torch every time it ran out, but I believe there was a noticeable transition, and a sound effect, every time a new one was added and equipped, and I had to make it so that the torch couldn't be dropped, or the script would place a new torch in your inventory, thus duplicating it (whether this was necessary or due to my limited scripting ability at the time, I don't know).

I eventually came to the conclusion that the best way to go about it is to do what Bethesda did with the Pilgrim's Lantern, and just fill the "Length" with 9s, i.e. 99999999 ;)
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jodie
 
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Post » Wed Aug 26, 2009 7:37 am

Something rather arcane you could try:
Open the ESP in a hex editor
Find the value of the duration of the lamp
Set it to the float value for positive infinity
Save

I'm not sure what would happen, but if Morrowind follows usual floating-point operations, +inf - n = +inf, so it should never go down. That's assuming it's stored as a float (many of Morrowind's values are, even when they shouldn't be, like script shorts and longs).
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Trista Jim
 
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Post » Tue Aug 25, 2009 9:59 pm

Thanks for the help. Pilgrim's lantern works well enough but would be class if I could get it to auto equip when I equip a one handed weapon.
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Cedric Pearson
 
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Post » Wed Aug 26, 2009 1:20 am

short onPCEquipif ( onPCEquip )    if ( "player"->GetItemCount "lamp" )        "player"->Equip "lamp" 1    endif    Set onPCEquip To 0endif


Should be more or less what you're looking for. Apply that to the weapon.
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liz barnes
 
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Post » Wed Aug 26, 2009 12:29 am

Thanks a million; is there any way for me to still hold onto the lantern if I go underwater?
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Cool Man Sam
 
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Post » Wed Aug 26, 2009 3:15 am

Thanks a million; is there any way for me to still hold onto the lantern if I go underwater?


I don't think so. Perhaps if you do some script that as soon as the player touches the water it gets unequipped. For that matter, check out Westly's mods, he had some race that when player starts to swim he changes, so maybe you could apply it somehow to your torch thingie. Nothing else comes to mind.
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Marcia Renton
 
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