While working on an update for http://www.nexusmods.com/skyrim/mods/52870, I found that sometimes torches in sconces don't emit light.
Looking through RemovableTorchSconce01SCRIPT.psc, I discovered that while Torch01 (a usable torch) is removed from your inventory when you use a torch sconce, the Bethesda-made script actually places RemovableTorch01 (an activator) in the sconce. Unfortunately, RemovableTorch01 has no way to cast light itself, even if it seems to do so sometimes (see mod screenshots).
- I tried changing RemovableTorch01 to Torch01, which works to a degree. The torch in the sconce casts light (!) because it is an actual torch. (Without BlockActivation(), you could even pick up the torch directly out fo the sconce without activating the sconce. You can also see the weight and value of the torch by looking at it.) Unfortunately again, Torch01 isn't placed IN the sconce but rather at an angle.
- Because of the way PlaceAtMe() works, carefully positioning Torch01 into the sconce with SetAngle() and SetPosition() is not a solution because while I could get the torch positioned correctly in one sconce, the torch would not be positioned correctly in other sconces.
- I considered attaching an effect to RemovableTorch01 that simulates torch light, but then there'd be awful compatibility issues with lighting mods because those mods would change Torch01 and not the effect attached to RemovableTorch01.
- I also considered changing the object bounds of Torch01 to match RemovableTorch01, but I'm not sure if that would a) have any effect or screw up Torch01 placements everywhere.
I'm guessing that the Torch01.nif mesh needs to be rigged so that real torches (as opposed to the faux torch RemovableTorch01 activator) are anchored to sconces when placed in them. (See last screenshot.)
Can anyone help solve this problem?
Screenshots/better forum: http://forums.nexusmods.com/index.php?/topic/1596370-torches-in-sconces-dont-cast-light/