Thread necromancy - apologies - but this is the only hit google could find.

I've been mucking about with bodyshape, and discovered that the candlelight is attached to the NPC Root bone, more or less at the hips. My floating orb is now level with the actor's head, and a long way in front. Speaking to another NPC usually has the NPC face in darkness, because the light is behind them. And, it gets in the way of the crosshairs big time.

I was going to use the static light between the feet suggested above, but found out how to easily move the position in Nifscope. (So, no need to edit the animation at all.)

I extracted the lightspellactorfx.nif file - the one that moves the floating orb.

Then, in nifscope:

in Block List, expanded the 0 BSFadeNode.

Then expanded the 72 NiNode.

Click on 73 NiNode - with the value of "Lagbone"

In the Block Details of Lagbone, double click on the XYZ values of the Translation Vector 3 line.

This will allow you to edit the position of the floating orb, by positioning it at an offset of the X,Y,Z values.

X is side to side - I left mine at 0.0

+Y is forwards, I moved mine back over the actor's head by setting Y to -40.0 (-20 will leave it just in front, rather than just behind)

+Z is upwards, I moved mine up by +40, which gets it well up, out of the way of the crosshairs. +20 is also enough, and keeps the light lower, so more omnidirection and less "spotlight from above" when talking to NPCs.

There are translations available on all NiNodes, and even the particle effects that create the light. And, in Nifscope, they do apparently move the light. But they have no effect in game. Only the Lagbone translation did anything, but it did it perfectly.

Oh, and do remember to save the edited file in the Data\meshes\magic folder, with the original name. This will then be used instead of the non-translated file in the .bsa.

Very happy with the result. The candlelight orb can be positioned wherever you want, and it still floats about with the animation.

Edited by bythelee, 16 December 2013 - 01:13 AM.