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By the way, when similar compatibility issues have occurred with my other mods, what I've usually done is to make compatibility patches using TESVSnip. That has worked well so far, but it's really complex when lots of different torch mods are involved and users may want more than two. So it might be a better idea to do as you propose. I did actually take the liberty to make a compatibility patch for our mods and have just uploaded it to the Nexus, as at least a temporary solution.
About your suggestion, if you're sure it's possible that many mods could "append" things to this form list without replacing it, as well as making the conditional in the event check for something inside a list, I could change the mod probably. Although, are you sure that it would be possible for many mods to add things to this list without replacing each others' changes? I might have misunderstood the way you planned to do it though. It seems easiest if you could make this master file and I'll do my best to try to implement it here. (Comment split, see next one)
Currently, the authors of Usable Lanterns and Better Wieldable Lanterns have agreed to support this. I hope you will too.
Thanks,
-Chesko
* Create a new mod, called Carried Lights Compatibility System (or something to the effect), which will include an .ESM which contains a single formlist object. This formlist will be added to the TorchEvent animation event.
* Distribute a version of our mods that inherits from this ESM, and instead of editing the Animation Event ourselves, we simply add our carried light sources to this new FormList contained in the ESM.
That way, our lanterns and torches should play nicely with one another and not cause strange animations and teleportation events.