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LeucisticDinosaur

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LeucisticDinosaur

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About this mod

Turns on a basic light when you have a bound weapon or fire, frost, or shock spell equipped. No existing records modified; should work for modded spells that have the correct keywords. Can be disabled at any time via global variables. ESPFE.

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Changelogs
This mod is a small plugin that turns on a light just in front of the player when a spell tagged as one of several types is equipped and readied.  It works via a perk automatically added to the player and several layers of conditions that ultimately choose an appropriate magic effect light to turn on.  I expect it to be performance-friendly.

An MCM is included.  This script won't be active unless you have the MCM open; no script load whatsoever will be added at any other time.  If you have PapyrusUtil, there is also an option to auto-save settings so they will be loaded automatically at the start of a new game.

Only the base game and DLCs are required.

This mod will show lights for these spell types:
  • Bound weapon*
  • Fire damage
  • Frost damage
  • Shock damage
  • Vampiric Drain (as of v2.0)
  • Healing (as of v2.0)
  • Turn Undead (as of v2.0)
  • Sun damage (as of v2.1, using the injected MAG_MagicDamageSun keyword used by spell mods including Mysticism)
*If you have Colorful Bound Weapons, I also have an add-on with color-coded lights here.

I made this mod because I've had trouble getting any of the more sophisticated spell light mods to work consistently with my setup, and ultimately I just wanted a basic alternative to casting a light spell or having a torch out in a dark area!

With the main file, the radius of the lights is equal to the Candlelight spell's; there is also an optional plugin to make the light dimmer.  If you're familiar with xEdit, it's very straightforward to modify the light records to match whatever you'd prefer.

As of version 2.0, there is also an install option to attach this mod's light to the player's left or right hand.  Like the default center option, only one light will be present at a time, but if you have a spell in your left hand only the light will be closer to that hand.  I think this is mostly useful if you play in third person or VR; let me know if the positioning looks wonky to you!


Installation & Compatibility

This mod does not touch spells or any other existing records, so there should be no patches needed.  Modded spells that work correctly with perks (e.g. Augmented Flames) should also work correctly with this mod.  Possible another mod could prevent the lights from showing, or this mod could prevent another mod's light effect from showing.  If you run into such an issue, you can disable this mod temporarily or permanently by turning both left and right hand off in the MCM or running in the console:
set __LightVarEnableLeft to 0
set __LightVarEnableRight to 0


Bug Fixes SSE or another fix for the ability condition bug is a soft requirement; you can use the mod without it, but you may find that after your savefile hits a certain duration, this mod's lights are slower to respond or stop responding altogether.  If you encounter this issue, you should be able to get the lights working again by hitting the "Fix me" button in the MCM.


Limitations

Spoiler:  
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The lights used by this plugin use the same approach as Candlelight (a hit effect with an AttachLight node), so if that spell or another that uses the same type of mesh is cast, this spell's lights won't show until it expires.  Likewise, only one of this mod's lights can show at a time-- so if you have a fire and shock spell equipped simultaneously, or a spell that is tagged for both fire and shock damage, this mod will only show one.

The lights are turned on and off by conditions, so you may notice a short delay between equipping a new spell and the light updating to match.  This also means this mod can fall prey to the ability condition bugIf this mod's lights have become unresponsive, there is a "Fix me" button in the MCM that will reset the manager ability and hopefully get the lights working for you again.

Each light is a fixed color: orange for fire spells, blue for frost spells, light purple for shock spells, and dark purple for bound weapons.  Depending on your spell mods, you may have a spell for that is tagged as one of those types, but for which the corresponding color isn't appropriate.  Unfortunately I haven't come up with a good way to detect this or exclude particular spells without increasing the mod's complexity and performance impact; if you know of a way to do this with conditions, please do let me know!

This approach won't work for NPCs (as abilities added by perks don't work correctly on anyone other than the player character).


Similar mods

I play mostly in first person and had trouble finding a spell light mod that worked consistently with my setup, so I intentionally made this mod light-weight and limited in scope.  If you have issues getting this mod to work or want lights for all types of spells, try these: