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Soupdragon original mod by WoodbyteUploaded by
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About this mod
Dynamic Fires Redux - Rewritten and expanded.
- Requirements
- Permissions and credits

Active fires will also cause fire hazard damage (set you on fire, 'cos being able to walk over firepits, braziers etc barefoot with no consequences is frankly silly) - no its not usually serious damage. Player only. Not divine/daedric fire.
A comprehensive expansion and rewrite of the original mod by woodbyte
an attempt to make otherwise inert fires more... dynamic

So what fires are covered? Well theres:
Campfires
Giants campfires
Fireplace Wood fires
FX fire with embers: light, heavy, cheap, logs, etc
Optional lighting patch included i.e. the only the light source for fires will be the fires themselves. This will completely change the look and mood of locations. May cause flickering (engine level bug/limit). With lighting patch disabled the lighting will remain default.
The videos should make things clearer
xEdit version only: Toggleable fires (Skyhaven Temple) can be lit/extinguished, blacksmith forges and Skyforge which are too large to be put out by simple spells and will just produce steam (Skyforge will also set you on fire)
Heres whats not covered: daedric (blue) fires and divine (yellow sovngarde) fires - no mere mortal can hope to perturb the forces controlling those....
candles, lanterns, sconces and other small clutter are not covered. Maybe sometime in the future but its beyond the scope of this mod currently.
Note: contrary to what most people believe fires, sconces, candles etc do not emit light they're simply static objects, the actual light is provided by a light reference thats otherwise normally invisible. Thats why without the exclusive light patch extinguishing fires will not put out the light(s) they're totally unconnected with the fire ref other than being nearby. If you prefer default lighting disable the lighting patch but lights will not go out if you extinguish fires
There are 2 versions included...
Theres the Standalone version which is the easiest to use just install and away you go. Its the go-to choice for casual or newbie modders It does have its limitations mostly due to papyrus issues/internal bugs which mean its not 100% reliable fires will bug out now and then for no obvious reason. Also if a fire ref gets disabled i.e. by a quest theres no way to remove the flames ref so you'll get flames but a missing fire.. you'll have to extinguish it yourself or use the reset fires option (spell under powers menu). Its basically the same as the old Dynamic Fires mod minus the flaws ("nuclear giant campfires" papyrus bug) but greatly expanded.
The other version which is my preferred choice is the xEdit Load Order Patch version. This is for experienced modders who are familiar with xEdit and know how to install and activate xEdit scripts, place the script files in the Edit Scripts folder, load their load order in xEdit and execute the script, this will create an .esp that will patch your entire load order for dynamic fires. Its the same as the other version but superior in that all fire refs are pre-patched so you don't have to wait for fires to populate a new area. Its also lighter on the game engine with no polling scripts. It also patches blacksmith forges and the skyforge (for steam) which are excluded from the regular version because of the extra scripting overhead. Also Skyhaven temple fires can be lit/extinguished.
So... why should I use this mod instead of other/earlier versions?
I've added to and overhauled the way the mod works including rewriting the scripts.
There are no more spawned instances everything is self contained so mod will clean up properly after itself
if removed (five scripts will remain in the savegame but will be inert/inactive in the regular version, two in the xEdit version)
Only one polling script in the Standalone version (can't do away with it completely unfortunately) but it polls only once every 4 seconds and will cease if mod is removed (unlike original version), none at all in the xEdit version.
There should be no more runaway fire instances ("nuclear campfires") that plagued original mod nor anymore bloat.
Expanded to cover dragonborn/solstheim campfires.
So... are there any issues?
Ok theres a couple:
Firepits. Each fire mesh has its own light source. So firepits with lots of fires will have lots of lights. This can lead to issues with and overbright firepits that looks like its gone nuclear. To fix this you can remove lights singly (Standalone version) or remove all but one (xEdit version) with the configuration menu options under Powers
Flickering especially with carried torches. This only affects the lighting patch and is purely cosmetic.
EmbersXD, Embers HD and other campfire mesh mods including Dynamic Giant Campfires and
Giant Campfires Cast Shadows are not compatible. This is because they directly modify the same fire meshes/references.
Dynamic Interactive Clutter partially incompatible (campfires won't light/extinguish with Standalone, xEdit version ok)
Fire/Frost spells added by other popular magic overhuals won't work as the mod doesn't know about them:
For modders: add (patch) the spells to the two formlists (projectiles fire, projectiles frost) to get picked up by this mod
Texture only overhauls for vanilla fire models should be (mostly) ok as the meshes included here are just modified vanilla assets with the exception of FX fire logs
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Lighting patch only covers vanilla cells/areas, added mods and modded areas will break it, this is a hand made patch that disables selected lights and FX. Its not perfect and I may have missed stuff here and there (theres no way to generate an automated patch to fix this stuff it has to be done by hand and there are hundreds of cells and thousands of light references, this took weeks)
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If your vanilla homes are modded or have mod homes or any mod that adds extra cells/rooms which are now too bright then either disable lights with the configuration menu (standalone) or..
With the xEdit version you can exclude fire lights from being added entirely in certain i.e. modded cells, to do this add the cell name to the DF-exclude-Cell-List.txt file thats included with the xEdit scripts archive under the misc files, this tells the xEdit Patcher to exclude that cell when generating lights for Dynamic Fires Patch.esp (xEdit Patch Version only)
Either the EDID or Full - NAME will do just add it to the list (for vanilla player homes they're pre-included - remove the // in the name)
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n.b. this mod uses papyrus script(s). If that bothers you you'd better look elsewhere now.
Still here? Ok read on...
Instructions - Read!
Add the mod and enable (standalone version)
If your mod manager asks to overwrite files (mainly meshes) choose "YES"
Everytime you head into a new area fires will dynamically populate the area. Alternatively...
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Add the mod (xEdit version), enable then add the script + DF-CellExclusionList.txt to your xEdit scripts folder then run the script in xEdit, save patch and enable it. A new Dynamic Fires patch will be generated for your load order
Everytime you generate a new patch you must make a clean save (disable mod patch, start game, save, regenerate patch, reload save). Delete the old patch before generating new (xEdit will complain if it finds an existing patch)
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There is a configuration spell menu added under the Powers menu - use it to disable surplus lights/enable lights one by one, and Reset all dynamic fires to default (Standalone version only)
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There are optional patches for Hypothermia, Campfire (Frostfall) and Survival (CC) choose the version relevent to you
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REMOVE ANY OTHER VERSIONS OF THIS MOD BEFOREHAND
if you used other/previous versions of dynamic fires you'l need to make sure all current fires have gone out and/or clean up your savegame with a savegame cleaner (fallrim tools) or you'll likely have messed up fires
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Load Hypothermia patches AFTER Hypothermia Plus if you're using it i.e.
Hypothermia.esp
RHSP_Widget.esp
RHSP_DLC_Widget.esp
Dynamic Fires Hypothermia patch.esp
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Uninstall instructions:
Really? Ok simply remove it no special instructions it shouldn't cause issues but its not 100% guaranteed as with any scripted mod.
F.A.Q 's
Q: So.. whats this all about then?
A: Vanilla fires almost entirely exist as static fixed clutter that you can't interact with you don't even take any damage from them other than from forges. I wanted to do something about that and try and make them more, well, interesting. Thats it, really.
Q: Help! I have the Standalone version and I installed it and... nothings happening? There are no fires at all!
A: Try this before doing anything else: open console, type
stopquest wbbcf
stopquest wbbcfalias
startquest wbbcf
If all else fails on all versions try this: disable entire mod (not just .esp) in your mod manager
Load game, save, quit, re-enable mod, restart game
in other words: make a clean save
Q: So why do you need a separate patch to remove regular lights? Can't you just dynamically remove those lights instead?
A: Actual lights are separate from fires which don't emit anything, they could be disabled but the question is which light? The one over there or this one or the one in the corner or... the simple answer is theres no way to distinguish whats a "good" light and whats a "bad" one.
Secondly bethesda often included one light source to cover two fires so how to extinguish one fire without extinguishing the light for the other? Impossible to calculate in real time.
Q: Can you make a patch for EmbersXD/other fire mesh mod?
A: Not without permission from the author so currently no, sorry. (Needs modified meshes).
Texture only mods should be fine other than the FXfire Logs model (had to do something funky with the mesh)
Q: Fire damage from fires only affect the Player?
A: Yes. It could break quests etc if NPC's die etc. Could this be changed... yes. If you want to make a patch feel free its in the activator script.
Q: So... you can't extinguish blacksmith forges?
A: To be honest I just feel they're too large and hot to be affected by a simple spell so I feel it'd be unrealistic. Also NPC's will continue to use the forge regardless and overhauling/patching npc AI packages is beyond the remit of this mod honestly. Feel free to make a patch(es) to fix it yourself if you wish.
Q: I removed a mod with fires and now there are fires everwhere floating in the air/where they shouldn't be! Help!
A: Use the reset fires option in the menu that will remove them (regular version) or remake the patch (xEdit Patching Version) - make a clean save before reloading new patch
Q: The fires are supposed to remain but... some have disappeared... whats going on? (standalone version)
A: There are 70+ fires available of each type which should be enough to cover most areas its possible they may run out in which case it'll randomly take one from elsewhere else to populate the current area this ought to be from somewhere out of sight. To avoid this in future use the xEdit version instead.
Q: Help! All the FX fires have disappeared/vanished and everythings bugged out... whats going on? I'm using the xEdit Patching Version (I remade/regenerated the patch again)
A: If you generated a new patch you must make a clean save to remove all previous instances of the old patch from your save.
Disable patch, start game, save, quit, enable patch, start game again.
Q: So whats up with all the flickering light/dark surfaces with the lighting patch enabled?
A: Every fire will add its own light this may be more than originally present so the lighting bug may kick in, no way to avoid it unfortunately. The fact you can't dynamically manage lighting is possibly why the original author abandoned the project after the campfire/giant campfire models were done (they're easier to manage as outdoor lighting is mostly ambient)
Q: Camping Lite patch: So why can't I extinguish/light campfires?! Whats going on?!
A: Its a quickfix solution to actually get a lit campfire, there'd be none otherwise. A proper fix would a rewrite of the mod or at least its scripts. Maybe in the future, someday.
Q: Is there really no way to use Dynamic Giant Campfires? :(
A: It disables original meshes and spawns new ones which is... not ideal and they absolutely will conflict. Infact its likely its not even safe to remove that mod because its likely to break things. Sorry
Q: So... what was the problem with the original mod again?
A: there are several due to bugs the author wasn't aware of: all previous versions spawn objects (lights and campfire meshes) that not only do not clean up after themselves easily but have polling scripts attached which can lead to large numbers of spawned instances that not only create potential savegame bloat but adds lots of attached scripts that are constantly polling and can't be killed since they're RegisterForUpdate rather than RegisterForSingleUpdate. Theres no removing 'em other than by fallrim tools.
If thats not problematic enough theres a bug in SSE papyrus that means when you reach a certain distance it can't tell if objects have been spawned or not so keeps constantly adding new objects leading to the so called "nuclear campfires" syndrome that mostly affects Giant Campfires but can occur with any campfire under the right circumstances even on LE (check out the thread on the S.T.E.P.S forum). This mod removes that issue due to not spawning new references and with only one polling script attached to a quest i.e. if the mod is removed, the polling instance removes as well.
Q: So, why didn't you/could you patch sovngarde/daedric fires as well as regular?! I hate you!
A: I could but feel it wouldn't be lore friendly and its a fair bit of work. Feel free to make a patch yourself though.
what started as a simple bug fix turned into something I've spent far too long obsessing over.