I think the way should work shoudl be :
Off Brazier ....
The player approaches with a torch fired up ....
uses the torch on the brazier and consumes 1-3 torches
if uses 3 torches then the brazier lights up with maximum intensity and logs model
if uses 2 torches medium intensity
if uses 1 torch minimal intensity
then the brazier light will last for an x time dependant on the number of torches used and the brazier embers will change accordingly as time passes .. like 48 hours a 3 torch , 24 h a 2 torch 12 h a 1 torch ... then turn slowly from the maximum switched to the off ember status .
I think it coul dbe a cool resource mod for who is able tomake it and very usefull for many modders , unfortunately I do not have much time to spend in scripting stuff and test this ....
It isn't that hard, just add 3 sets of lights/flame objects and make 3 if statements onactivate...
;Each of these is the enable parent for bigger fires/lightsobjectreference property marker01 autoobjectreference property marker02 autoobjectreference property marker03 autoint lightscount = 0Event OnActivate(ObjectReference akActionRef) if (akActionRef = Game.GetPlayer() && Game.GetPlayer().GetEquippedItemType(0) == 11 ) if ( lightscount == 0 ) marker01.enable() lightscount += 1 else if ( lightscount == 1) marker02.enable() lightscount += 1 else if ( lightscount == 2 ) marker03.enable() lightscount += 1 endif endif Endevent
If you want it to be where the player must hit it with a torch, make the event OnHit instead of OnActivate, get the "bashing" paramater, and add another condition to the first if for it: && abBashAttack == true
Edit: It looks like there's actually an elseif word, so use that.
Also this seems a little complicated to actually be practical, unless it's a key part of your quest line or something... I don't think I would even know to light the brazier while I was playing unless I was instructed to do that (explicitly or implicitly)