Instal Steam						
					
				
				
									login
											 | 
						bahasa
						
																																					简体中文 (Tionghoa Sederhana)
																													繁體中文 (Tionghoa Tradisional)
																													日本語 (Bahasa Jepang)
																													한국어 (Bahasa Korea)
																													ไทย (Bahasa Thai)
																													Български (Bahasa Bulgaria)
																													Čeština (Bahasa Ceko)
																													Dansk (Bahasa Denmark)
																													Deutsch (Bahasa Jerman)
																													English (Bahasa Inggris)
																													Español - España (Bahasa Spanyol - Spanyol)
																													Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
																													Ελληνικά (Bahasa Yunani)
																													Français (Bahasa Prancis)
																													Italiano (Bahasa Italia)
																																							Magyar (Bahasa Hungaria)
																													Nederlands (Bahasa Belanda)
																													Norsk (Bahasa Norwegia)
																													Polski (Bahasa Polandia)
																													Português (Portugis - Portugal)
																													Português-Brasil (Bahasa Portugis-Brasil)
																													Română (Bahasa Rumania)
																													Русский (Bahasa Rusia)
																													Suomi (Bahasa Finlandia)
																													Svenska (Bahasa Swedia)
																													Türkçe (Bahasa Turki)
																													Tiếng Việt (Bahasa Vietnam)
																													Українська (Bahasa Ukraina)
																									Laporkan kesalahan penerjemahan
							
						
 
											 
													







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.
I am the author of Wearable Lanterns. You can check it out here .
In the process of making hand-held lanterns for my mod, I had to modify the TorchEvents animation event to handle my lanterns as well as torches correctly. You had to do the same thing most likely to get your new torches to behave correctly as well.
What this means is that this introduces a direct incompatibility between our mods. Your mod is also incompatible with other lantern / torch mods for the same reason.
I'm gona download it.
I can see why. Nice experiment though.