You could check how far a torch shines and make it less then put an overriding blueprint in your campaign folder so any held torches don't hit too many lit areas.
Hi IFMP,
Yes, I am looking into doing something similar for NPC torches only, by making an "NPC torch". However, I have also got around the problem by removing the number of lights being active. (See this thread ...
http://forum.bioware.../#entry16688436) However, I may still add some of these types of torches, as the overall effect looks good. i.e. Carrying torches, even if they do not give off any real light.
Instead of giving the torches the standard light emitting effect, you could try using a projected texture effect instead. Several placeable effects use a similar trick (cave light beams, for instance). If you make sure the projected texture effect isn't "ground only", then any model that enters the effect will be highlighted as if it was lit up, as will the ground beneath their feet.
See an example here from Misery Stone. For a flaming torch you'd probably want a less bright and more orange texture.
Hi DannJ,
That sounds like the kind of information I need to make my "NPC torch". Great! I will look into that and try to make a version I need.
Many thanks all!
Lance.
EDIT: I notice a torch light range is 20. So I will try lowering that (or even removing completely) for a special NPC torch that is for effect only.