Lantern on waist mod?

Post » Sun May 27, 2012 11:33 am

dwarven oil, troll fat, beeswax and honeycomb are each kinda rare. (well, dwarven oil is more common but limited to dwemer mechs which are area-specific) even added together, their occurrance is still pretty rare. i think the only alternative would be replacing your lantern with an existing one when it runs out (does it run out?) or some other more common item.

how about glowing mushroom? pretty common especially in falmer populated areas. alchemize or cook a number of them (5? 10?) for fuel that wouldn't last as long as long as the less common fat-based fuels. Also, if alchemized, the glowing mushroom fuel could be recharged by a spell.

I know it adds complexity to the mod, but it makes sense and is lore friendly. The problem would be refueling the lantern on the fly when you're in the middle of a dungeon.

I'll also say that the lantern on the back of the hip doesn't really gel... i mean realistically, you wouldn't be able to see in front of you. along the lines of the pole on the back, there is a fishing pole mesh in the game. you could attach BOTH the fishing poll and the lantern to the same slot, then offset the lantern to appear ta the top end of the pole. Of course it wouldn't have any physics and bounce around, but still.
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Judy Lynch
 
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Post » Sun May 27, 2012 11:15 am

I went with a Lantern and Leather Strip in the end, since they're simple and easy to acquire. I attempted to add a leather strip "belt loop" detail to the mesh, but couldn't get it to work correctly without some rework in 3DS Max, so I decided to scrap that for now.

The reason for the back placement was, as ToJKa mentioned, inspired by http://i.imgur.com/bH7aj.jpg. (crappy screenshot, but you get the idea). I like the style and it keeps it out of the way from clipping with other things. You also get to see it more when playing in 3rd person. (I also wouldn't want my lantern getting broken in combat either, so there's also that.)

In the end I made the light radius slightly larger than a torch, so that it would still throw light far enough in front of the player as to be useful while playing in 1st person.

I'm not looking to revolutionize the world of lantern simulation technology, this was really just a quick little mod just to see if I could do it, and I'm pretty pleased with the results. It could be made more interesting, such as requiring oil or some other fuel, or making it go out when swimming and require relighting, etc. Maybe when I'm less busy I'll come back to visit it.

Sorry it's taking me a bit to get this uploaded. Documentation svcks.
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Adam Baumgartner
 
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Post » Sun May 27, 2012 5:33 pm

"Documentation svcks." - as a database developer I feel your pain.

Looking forward to this.

Night Eye doesn't work with my ENB(sharpshooters), and casting candlelight every 60 seconds and a sneaky type is just svcky. I like the torches but having to put them out every time I want my off hand weapon is a pain, so this mod is much anticipated and will be much appreciated.
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Gen Daley
 
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Post » Sun May 27, 2012 10:24 pm

http://www.gamesas.com/topic/1375482-rel-wearable-lanterns/ Enjoy!

This was fun :twirl: I need to do things that I can polish off in a few hours every now and again. After working on larger projects for so long it's refreshing to actually finish something.
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Ana
 
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Post » Sun May 27, 2012 8:41 pm

Nice work Chesko i may actually use this with my warrior
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Floor Punch
 
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Post » Mon May 28, 2012 12:18 am

After working on larger projects for so long it's refreshing to actually finish something.

Truer words have never been said. GJ.

And yeah "lantern simulation technology" is still pretty much in the dark ages (=
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stacy hamilton
 
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Post » Sun May 27, 2012 10:13 pm

can you make a glowing amulet for the same purpose?
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gemma
 
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