[RELz] Draggle-Tail Torches v2.0

Post » Sat Dec 10, 2011 7:51 am

Hey,

I've finally released a new version of my "Draggle-Tail Torches" mod, using models by Melchior Dahrk.

Spoiler
I've always thought that Draggle-Tail plants would make nice torches, as they're the right sort of shape and they glow in the dark. If you find yourself without a light and you're about to explore a cave, why not just grab the nearest Draggle-Tail?

This mod makes that possible; if you activate any Draggle-Tail plant while sneaking, you will have the option to cut it down for use it as a torch. Plants activated normally will still be harvested but will similarly become stubs, to prevent the player harvesting the plant AND using it as a torch. This is done in the same way as "Herbalism for Purists", and is completely balanced; the harvest rates are exactly the same as in the vanilla game.

No herbalism mods are required, but all should be compatible with this mod. Make sure Draggle-Tail Torches loads after them.

Plant stubs will respawn after a configurable number of days (default 30). This mod actually uses the same variable as in "Herbalism for Purists", so if you have that mod installed, both mods will be controlled by the same variable (if you have already adjusted it, you may need to do so again). This can be changed via the console by typing:
set syc_HFP_daystoregen to xx
where "xx" is the number of days until the plants respawn.
Note: You will need to leave the cell and come back in order for the plants to respawn.

A "lite" version is also included. This version will automatically equip the plant as a torch if you activate it while sneaking, instead of bringing up a menu. Use only ONE of the plugin files!

Draggle-Tail Torches last longer than normal Torches and are slightly heavier and more valuable than the Coda Flowers and Ampoule Pods that can be harvested from them.

Huge thanks to Melchior Dahrk for making the torch and stub models


Download: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9145

Enjoy! :)

- Danjb
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Kim Bradley
 
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Post » Sat Dec 10, 2011 12:18 pm

Hah, cute idea! Thanks. :)
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Elisabete Gaspar
 
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Post » Sat Dec 10, 2011 1:24 am

Great concept! I'm looking forward to trying it out.

On PES, there was a comment about the torches going out in water. Was this ever/is this still the case, and if it is, do you intend to leave it like that? Just curious; I can always tweak that little detail myself, after all.

Thanks for the release!
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Blaine
 
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Post » Sat Dec 10, 2011 2:36 am

Congrats on the update! Definitely downloading and using this one :D
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Brιonα Renae
 
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Post » Fri Dec 09, 2011 11:30 pm

That's pretty clever. :D
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Jhenna lee Lizama
 
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Post » Sat Dec 10, 2011 7:42 am

On PES, there was a comment about the torches going out in water. Was this ever/is this still the case, and if it is, do you intend to leave it like that? Just curious; I can always tweak that little detail myself, after all.

The torches do go out in water I believe, as all lights do. I don't know of a way to stop this off the top of my head but I can look into it. I guess maybe a script could re-add the torch to your inventory if it goes out in water, but I don't think it's possible to actually make it useable underwater.
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Austin Suggs
 
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Post » Sat Dec 10, 2011 3:03 pm

How about just setting them up as a weapon/shield and then scripting them to emit light? (look at Trueflame's script)
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Cedric Pearson
 
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Post » Sat Dec 10, 2011 5:33 am

How about just setting them up as a weapon/shield and then scripting them to emit light? (look at Trueflame's script)


I suppose that would work, BUT:
  • They would most likely require a new model
  • They would be held when you have your weapon drawn, i.e. in combat, which is the opposite to how lights work

Mainly because of that last point I don't think it's worth doing just to get them to work underwater; I like the torches being a very "passive" item, purely for exploring, and having to have your weapon drawn to use them would ruin that a little for me. I know it's not a big thing, but still, it's a thing.
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Abel Vazquez
 
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Post » Sat Dec 10, 2011 12:01 pm

Well, iirc torches take the shield slot anyway. So setting one up as a shield wouldn't take away any more capabilities than it already does to have a light equipped.
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tegan fiamengo
 
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Post » Fri Dec 09, 2011 11:07 pm

Well, iirc torches take the shield slot anyway. So setting one up as a shield wouldn't take away any more capabilities than it already does to have a light equipped.


I know that, but what I mean is, normally the player holds a torch only when his weapon is put away. If the torch was not a light but a shield, it would be held instead when the player has his weapon drawn. To me it just doesn't seem quite right to have the torch being held when the player's weapon is drawn.
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Roisan Sweeney
 
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Post » Sat Dec 10, 2011 5:01 am

Clever idea, will have to give this a go!
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Timara White
 
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