1858 ratings
Dynamic Fires
File Size:
0.986 MB
May 27, 2012 @ 9:38pm
May 31, 2012 @ 4:59pm
3 change notes ( view )
Allows one to ignite and extinguish fires by using fire and frost spells, respectively. It also puts out fires that have been running for some time. (**update** - torch bashing now lights up fires too)

This initial release features all campfires. Other fires will be added in future versions. Watch the video to see the mod in action, and rate if you enjoy!

Nexus mirror can be found here: http://skyrim.nexusmods.com/downloads/file.php?id=17969
Besides having the latest version it also archives all previous ones, making it a good place to see what was added/fixed in each release.

I've maintained the same light intensity of the original campfires and realise it may be too dim, especially for those using Realistic Lighting. I've got no problem increasing it a bit, so let me know if it's an issue. The giant campfires did not have any light sources in the original game so I created my own. Again, let me know if the intensity/radius are good.

I'm also considering to make shock spells behave the same as fire, but I'd like some community feedback on this before going ahead with it. So please drop a comment and let me know of any problems and/or suggestions.

Being mostly scripted, this mod should be compatible with nearly anything. Even mods that add to or remove campfires from the world shouldn't conflict, so long as they use the original game's objects. Still, since this is the first release and because of its scripted nature you should keep an eye out for and report the following: campfires that don't react to spells, light present even when a fire is off, extinguish smoke effect too big/small and other unexpected problems.

One thing you can be sure of is this plugin won't ever leave your game in a broken state. I've designed and tested it following that very principle (along with seamless updates). In fact, If you unsubscribe it will be as if it was never installed.

To uninstall simply unsubscribe or uncheck this mod on the launcher - all campfires will revert to vanilla states.

I've tried to make this mod as easy to extend as I could. It relies heavily on formlists and if you know a bit about scripting it should only take a few moments to leverage this mod's functionality for your own creations.

An example: you create a mod that adds awesome Thief-like fire/water arrows. To make them ignite/extinguish stuff all you need to do is create a quest and attach a script like this (not forgetting to auto-fill the properties):

scriptname AddProjectileExample extends Quest

FormList property wbBCFProjectilesFire auto
FormList property wbBCFProjectilesIce auto
Form property FireArrow auto ;use your projectile names here
Form property IceArrow auto

event OnInit()

That should be all that's required. A similar method can be used to integrate new objects into this mod so that they too become dynamic. However it involves alot more lists and a few special cares. I'll explain the process soon.
Popular Discussions View All (1)
Apr 23, 2014 @ 6:45am
Possible bug/incompatibility...
(=SGS=) Sir Mongoose III, Esq.
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Makujah Jan 22 @ 11:53am 
Does it affect stealth?
Viymese Jan 6 @ 10:04pm 
Hello, I'd like to report that while your mod is installed I can duplicate Lanterns when lighting them, that also makes them unlightable afterwards. I'm not sure if it's a recent thing or if it's just me. I'm removing the mod for now, despite how much I love turning off all the lights and wait to see what happens in the future.
The Canadian Sniper Jan 2 @ 1:40pm 
What about frost and fire shouts?
Aidence the Lionheart Dec 16, 2014 @ 11:44am 
I have a suggestion: same thing for campfires, but with torch sconces and braziers. I think people would appreciate this.
Pokemastuh Nov 18, 2014 @ 2:30pm 
Hey, just a heads up. I use the whiterun skooma den player house and it makes it really dark since the only light source in on room is a fire pit for cooking. otherwise, i love it!
Nostre The Giant Oct 21, 2014 @ 9:32pm 
btw i have skse and skyui and it still won't work
Nostre The Giant Sep 9, 2014 @ 11:15pm 
it's not working for me. should it be high or low in the load order?
Molag Bal Aug 4, 2014 @ 12:44pm 
I've been waiting for samone to make a mod like this eversince SKYRIM came out. You should be able to put out a fire with frost majic.
The Lifeless Jul 25, 2014 @ 2:24pm 
also it doesn't seem to work with some of the lighting mods i'm using. or maybe it's the detailed cities/outskirts/etc that adds new lights which isn't working with it.
The Lifeless Jul 24, 2014 @ 2:56pm 
it would be cool if this affected candles and torches as well. y'know, for when you want things super dark for whatever reason.