Really like this mod, but I have a compatibility issue with EpicLoot. When you refuel the lantern, it removes the enchantments placed on it. Obviously not going to uninstall, but it would be nice if it kept the enchantments when you refueled it :)
It counts as a "type 56" item type (which seems to count as a weapon) when it's in its own dedicated Lantern slot in AzuEPI, but when it's in the utility slot, it works. I can also just not socket it, or not keep it in it's dedicated slot.
What's the purpose of extinguished lantern to be attached to your hip? What's your goal? I see no other way of switching the light besides hotkey. And I don't like that.
Gives more interaction with the lantern even if its just a tiny bit as tiny details such as this gives that overall breathe of life, a sense to the mod. Also dont have to equip and unequiped them every time u enter a cave or any dark unlit areas?
How often do you get into a cave? Isn't it kinda immersive to equip a lantern when doing so and unequip when going into bright light. Also when going out at night you have to think if you do or do not need a lantern light. Your current lantern switch is equipped/unequipped status. If you can suggest the other way of toggling light except hotkey it will be something to think of.
Hi again Shudnal, i came looking for a post like this. Since you added Jewelcrafting support it seems like this is now somewhat needed. Because Gem effect isn't active unless you are equipping the item you've got it socketed to, and having the lantern run out of fuel, illuminating all the time just to get the gem effect seems like a waste in my opinion.
Edit: Also, gems are granting weapon slot effect instead of utility.
I tried to socket different gems and only Utility effect applied. And as for need to equip item to make its sockets work that's the cost of new basically free sockets. You have dirt cheap item that you can craft in bulk. So what you ask is just free sockets available at all time. A need for item to be equipped is just balancing.
It's doable but I'm not familiar with JC so I don't know which set of gems to choose. Looks like it should be treated as Utility item. If you have any idea I would help.
I have a suggestion an upgraded version would be cool for combining the hip Lantern and the wisps from the Mistlands that works with the Better Wisps mod
Great mod. I have noticed something on our server though:
HipLantern, along with all of Shudnal's mods have two issues: - When making changes with ConfigManager tool, the changes are only for that session. If you reboot the server the config reverts. I can also look into the config file server-side while we modify when in-game and the file does not change. We have to change it directly from the server's config file. - Anytime you update a Shudnal mod, it deletes your configuration file. For HipLantern, its just a minor inconvenience as you have to reconfigure the mod and reboot the server so that the lantern isn't so tiny - speaking of, why is the default so hilariously tiny? It is a lantern, not a child's toy! But this issue is much worse on say, ExtraSlots, as everyone on the server loses items. We have to join as an "admin" account post-update. Then shut the server down and recopy the config file.
I wish Shudnal had a Discord. His mods are amazing but they have so many more issues that other mods don't have. I'd love to be able to share our problems and determine if it is my fault or the mod's fault.
I do not do anything config related on my side. I don't even use config file watcher to load changes when a file changes. Everything is managed by regular BepInEx configuration.
This issue is personal and may be related to hosting or other mods altering config. I use r2modman for client configuration and place dlls manually on a server and have never encountered any inconsistencies with config. I have Discord account but not the server. Nexus is enough atm to manage bugs and ideas. You can also ping me at any valheim modding discords or if you have unclear issues potentially related to my mods you can DM.
HipLantern is proportionally smaller than regular lantern to not create visual clutter. It's it not the thing you need to see all the time. It is inspired by hand/hip lantern/lamp in Dark Souls, Bloodbourne and EldenRing where it is even smaller.
Does it getting unequipped or just stops providing light? Does it happen after any weapon hit or particular weapon?
Lantern light consists of two light components. One light for characters (it doesn't cast shadows and light a player as well), second light is for everything else what cast shadows (buildings, objects, terrain). Does both lights stop or just one of them?
I continued testing and apparently the problem was when I equipped the lantern in a mod slot, when I had it in the inventory or in one of the vanilla slots and equipped it from there, the lantern did not turn off
Well if you still have some issues I need a bit more clear reproduction steps. From the last comment I can't get if you still have something or it was a floating issue.
The mod worked as long as the lantern was in a vanilla slot, but after today's update through r2modman, the lanterns disappeared from my game, the mod is installed but the option to create them and the settings no longer appear in my game
I have a curious issue. When using this mod and blacks7ar's WeaponHolsterOverhaul, swimming without first unequipping your weapons causes the equip sfx to play constantly. I have no idea how HipLantern has anything to do with this as the issue occurs even if I don't have a Lantern in my inventory, but disabling the mod solves the problem. Not sure if this is big enough to look into but I thought I'd drop it by here anyways.
Glad you liked it. Lantern is not that much of a need in base game. If you don't play on a sunlight and your monitor is not trash the base game is lighted pretty well at night and closed spaces. But it comes up really pretty if you have darker nights and more light sources thus more shadows. Lighting is what truly magnificent in the game.
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I see no other way of switching the light besides hotkey. And I don't like that.
Your current lantern switch is equipped/unequipped status.
If you can suggest the other way of toggling light except hotkey it will be something to think of.
Edit: Also, gems are granting weapon slot effect instead of utility.
And as for need to equip item to make its sockets work that's the cost of new basically free sockets. You have dirt cheap item that you can craft in bulk. So what you ask is just free sockets available at all time. A need for item to be equipped is just balancing.
HipLantern, along with all of Shudnal's mods have two issues:
- When making changes with ConfigManager tool, the changes are only for that session. If you reboot the server the config reverts. I can also look into the config file server-side while we modify when in-game and the file does not change. We have to change it directly from the server's config file.
- Anytime you update a Shudnal mod, it deletes your configuration file. For HipLantern, its just a minor inconvenience as you have to reconfigure the mod and reboot the server so that the lantern isn't so tiny - speaking of, why is the default so hilariously tiny? It is a lantern, not a child's toy! But this issue is much worse on say, ExtraSlots, as everyone on the server loses items. We have to join as an "admin" account post-update. Then shut the server down and recopy the config file.
I wish Shudnal had a Discord. His mods are amazing but they have so many more issues that other mods don't have. I'd love to be able to share our problems and determine if it is my fault or the mod's fault.
This issue is personal and may be related to hosting or other mods altering config. I use r2modman for client configuration and place dlls manually on a server and have never encountered any inconsistencies with config. I have Discord account but not the server. Nexus is enough atm to manage bugs and ideas. You can also ping me at any valheim modding discords or if you have unclear issues potentially related to my mods you can DM.
HipLantern is proportionally smaller than regular lantern to not create visual clutter. It's it not the thing you need to see all the time. It is inspired by hand/hip lantern/lamp in Dark Souls, Bloodbourne and EldenRing where it is even smaller.
Lantern light consists of two light components. One light for characters (it doesn't cast shadows and light a player as well), second light is for everything else what cast shadows (buildings, objects, terrain). Does both lights stop or just one of them?
Do you have any errors in log file?
But it comes up really pretty if you have darker nights and more light sources thus more shadows. Lighting is what truly magnificent in the game.