It's super! I like the idea. Maybe a portable... ? I know that there is already one but it is not usable on chimney fires. It's just a suggestion, I really like all things that make the game more immersive. Good work. 😍
Hi Dennywood! Thanks again for your kind words :) I have really been struggling on which direction I should go with this mod. Possibly I'm adding more of these to interiors. Now only wilderness camps and dungeons campfires are activatable. I had the idea of changing the static logs to activatable so it would change all of them at once and work with mods.. But even in vanilla there is usually multiple logs in same pile, so thats not going to work. Could make another mod for different kinds of fires though. Which mod do you mean exacly?
I was thinking of a pile of wood that you can light as needed and place it in fireplaces or anywhere else. There is one called Portable campfire, but it doesn't adapt well to interiors. However, I am aware that this does not concern your current mod. I was just making a suggestion because it seems like I'm an opportunist
Oh yes, I have used that mod. Would be very neat to be able to make a fire anywhere you wanted! Not for this mod, but very good suggestion. I have lot of mod ideas and I'm currently working on a mod. But that is also totally worth a try to make. I love the Ashfall for Morrowind by Merlord, where you can make campfires and make food and get warm with it.
Thanks! That's exactly why I made this, it would be very uncomfortable to spend a night in a camp middle of wilderness, without being able to make a fire.
Does this conflict with Kvatch Rebuilt or Better Dungeons?
Is there a way to do this via script? It seems like there would be less chance of conflict if a script identified the campfire nifs and replaced them with an activatable version in the same spot, like Maskar's Oblivion Overhaul does with wells and blacksmith anvils. That is, assuming that all of the campfires in your mod were replaced by hand.
It should work with both of them.. Though with Kvatch Rebuild when the encampment is eventually removed the campfires will stay.
Yes, I originally planned to just make new activatable campfire replacing all the vanilla FireLogPile01 static objects from game. But there is 935 of them in game, many of them placed so that it would not make sense to be able to put them on fire.
So I decided to replace them by hand. Totally get your point, and I'm still thinking about the future updates of this mod. Though any big conflicts hasn't been yet found.
Yes, mod replaces 139 static FireLogPile01 objects with similar but activator ones. There is no point to make all fire log piles activatable as they are used/placed in multiple ways ingame, if that was what you were wondering.
I asked because I solved a similar task, but I did it through a script. Those. I did not redo all the light sources, but added properties to them if the source is in a new visited location. OK...
There, an analysis was carried out - is there a network of meshes to the fire, as well as collisions, then if everything is fine, chairs and animation were added .as well as behavior packages.
I see.. interesting! I did two scripts here. Another for fires that are "enabled" begin of the game and another was for fires that are initially disabled.
Currently it does remove the light when fire is put out making the dungeons darker, but this mod does not (currently) replace all the fires in dungeons. I will be updating this when I have time. If you mean generally all lights in dungeons and not only lights coming from the burning wood, then no.
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I know that there is already one but it is not usable on chimney fires.
It's just a suggestion, I really like all things that make the game more immersive.
Good work. 😍
I have really been struggling on which direction I should go with this mod.
Possibly I'm adding more of these to interiors. Now only wilderness camps and dungeons campfires are activatable.
I had the idea of changing the static logs to activatable so it would change all of them at once and work with mods..
But even in vanilla there is usually multiple logs in same pile, so thats not going to work.
Could make another mod for different kinds of fires though. Which mod do you mean exacly?
I have lot of mod ideas and I'm currently working on a mod. But that is also totally worth a try to make. I love the Ashfall for Morrowind by Merlord, where you can make campfires and make food and get warm with it.
Is there a way to do this via script? It seems like there would be less chance of conflict if a script identified the campfire nifs and replaced them with an activatable version in the same spot, like Maskar's Oblivion Overhaul does with wells and blacksmith anvils. That is, assuming that all of the campfires in your mod were replaced by hand.
Yes, I originally planned to just make new activatable campfire replacing all the vanilla FireLogPile01 static objects from game. But there is 935 of them in game, many of them placed so that it would not make sense to be able to put them on fire.
So I decided to replace them by hand. Totally get your point, and I'm still thinking about the future updates of this mod. Though any big conflicts hasn't been yet found.
https://youtu.be/QxejafS7_f0?t=18
There, an analysis was carried out - is there a network of meshes to the fire, as well as collisions, then if everything is fine, chairs and animation were added .as well as behavior packages.
Okay, I see that this is interesting...))