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ToggleTrudging through Skyrim’s pitch-black dungeons with a torch in one hand means sacrificing a shield, a spell, or a two-handed weapon. It’s a trade-off that’s plagued adventurers since 2011. Wearable lantern mods solve this problem elegantly, letting you light your path while keeping both hands free for combat, lockpicking, or whatever else the Dragonborn needs to do.
Whether you’re navigating the labyrinthine depths of Blackreach or exploring a draugr-infested Nordic ruin at 2 AM, proper lighting isn’t just convenient, it fundamentally changes how you experience Skyrim’s darker environments. This guide covers everything from the best wearable lantern mods available in 2026 to installation, configuration, and troubleshooting, so you can stop fumbling in the dark and start actually seeing what’s trying to kill you.
Key Takeaways
- Skyrim wearable lanterns solve the core problem of vanilla torches by providing hands-free lighting without sacrificing combat capabilities or spell-casting potential.
- The best wearable lantern mods like Wearable Lanterns by Chesko and Quick Light SE offer extensive MCM customization for light radius, brightness, fuel consumption, and hotkey bindings to match your playstyle.
- Installation through Vortex is the modern standard for Skyrim modding as of 2026, handling dependencies, conflicts, and load order management far better than legacy tools.
- Wearable lanterns integrate seamlessly with popular lighting overhauls like ELFX and Lux, though you should pick one major lighting mod to avoid performance degradation from stacking multiple mods.
- Conflicts with armor and equipment mods can be resolved by adjusting position offsets in MCM or installing XPMSSE to add extra skeleton attachment nodes for better compatibility.
- If modding isn’t viable, vanilla alternatives like torches and the Candlelight spell work but sacrifice combat effectiveness or require constant reapplication during gameplay.
What Are Wearable Lanterns in Skyrim?
Wearable lanterns aren’t part of vanilla Skyrim. They’re mod-added items that attach to your character, typically hanging from your belt or hip, providing ambient light without occupying either hand slot. Think of them as a permanent light source that follows you around, similar to how a follower’s torch works, except it’s physically attached to your character model.
These mods don’t just spawn a floating light orb around you. Most quality wearable lantern mods include actual 3D models that appear on your character, complete with animations, fuel systems, and customizable light properties. You’ll see the lantern swaying as you move, and in some implementations, you can even watch the flame flicker.
The core concept is simple: equip a lantern through your inventory or a hotkey, and it automatically illuminates the area around you. When you don’t need it, unequip it just as easily. No more weapon-swapping gymnastics or relying on the Candlelight spell that drains magicka every few minutes.
Different mods take different approaches, some treat lanterns as quest items you craft or purchase, while others integrate them into the game’s loot tables. The implementation varies, but the goal remains consistent: hands-free illumination that respects Skyrim’s medieval fantasy aesthetic.
Why You Need Wearable Lanterns for Your Playthrough
Enhanced Visibility in Dark Dungeons and Caves
Skyrim’s dungeons are atmospheric, sure, but they’re also genuinely difficult to navigate without proper lighting. Vanilla torches provide a narrow cone of light that barely reaches beyond your immediate vicinity, and they force you into single-handed combat even if you’ve specced into greatswords or dual-wielding.
Wearable lanterns provide 360-degree illumination with adjustable radius, most mods let you set ranges from 512 to 2048 units. That’s the difference between seeing the pressure plate trap three steps ahead versus walking face-first into it. For stealth builds, this matters even more: you can toggle the lantern off before entering sneak mode, then quickly re-enable it when you need to loot bodies or read skill books in dark corners.
The lighting improvement is especially noticeable in Dwemer ruins and Blackreach, where the architecture creates deep shadows that vanilla lighting struggles with. You’ll actually see the mechanical spiders skittering toward you instead of hearing them first.
Immersive Gameplay Without Breaking Immersion
Immersion is subjective, but there’s something inherently more believable about carrying a physical light source than casting Candlelight every two minutes or cranking your monitor brightness to unrealistic levels. Wearable lanterns fit seamlessly into Skyrim’s low-tech setting, they’re literally just oil lamps on a belt hook.
Most modern wearable lantern mods include fuel mechanics if you want them. Oil depletes over time, requiring refills from vendors or crafted oils. This adds a light survival element without being tedious, lanterns typically burn for hours of real-time gameplay before needing attention. You can disable fuel consumption entirely if you find it annoying.
The visual presence matters too. When you look down, you see the lantern swaying on your hip. Other NPCs don’t comment on it (because voice acting), but it’s there, a tangible object in the world. It beats the floating magical light ball that Candlelight creates, especially if you’re roleplaying a non-mage character who wouldn’t rely on spells for basic illumination.
The Best Wearable Lantern Mods for Skyrim
Wearable Lanterns and Torches Mod
Wearable Lanterns by Chesko remains the gold standard for a reason. Originally released for Classic Skyrim and continuously updated through Special Edition and Anniversary Edition, it’s stable, feature-rich, and compatible with virtually everything. The mod adds craftable lanterns and torches that physically attach to your character’s belt.
You can craft lanterns at any forge using basic materials, leather strips, iron ingots, and glass. The mod includes multiple lantern types: standard oil lanterns, paper lanterns with different colored light, and even magical variants that don’t require fuel. Each type has distinct visuals and light properties.
The MCM (Mod Configuration Menu) integration is extensive. You can adjust light radius, brightness, fuel consumption rate, toggle sounds (yes, the lanterns make ambient crackling noises), and set hotkeys for quick equip/unequip. The default fuel system is generous, one oil bottle lasts several in-game days, but you can tweak it to your preference.
Chesko also built in compatibility with travel lanterns (stationary lanterns for setting up camp) and follower support. Your companions can equip their own lanterns, which is genuinely useful in multi-NPC dungeon runs. Available on Nexus Mods for SE, AE, and VR versions.
Lanterns of Skyrim II
Wait, Lanterns of Skyrim II isn’t technically a wearable lantern mod. It adds hundreds of stationary lanterns to roads, cities, and settlements across Skyrim, dramatically improving outdoor nighttime visibility. But it pairs so perfectly with wearable lantern mods that it deserves mention.
The mod comes in two versions: standard (adds lanterns everywhere) and special edition (adds lanterns only in settlements). Combined with a wearable lantern mod, you get comprehensive lighting coverage: cities and roads are lit by fixed lanterns, while dungeons and wilderness are handled by your personal light source.
Installing both creates a consistent lighting ecosystem. You’re not fumbling in total darkness outside, then suddenly bathed in light inside towns. Performance impact is minimal even though the added light sources, modern PCs handle it without issue, and the mod includes optimization for lower-end systems.
Quick Light SE
Quick Light SE takes a minimalist approach. Instead of visible lantern models, it adds an invisible wearable light source toggled via hotkey. Press the key, you glow. Press again, darkness. No models, no fuel, no configuration beyond light intensity and hotkey binding.
This sounds less immersive, but it’s actually perfect for players who want functionality without visual clutter. The light radius is generous (configurable from 512 to 4096 units), and there’s zero performance overhead since it’s not rendering 3D models or particle effects. It’s essentially Candlelight as a toggle-able item.
Quick Light SE is exceptionally stable because it’s so simple. There are no scripts running constantly, no fuel calculations, no model attachments that might conflict with armor mods. If you’ve experienced CTDs with more complex lantern mods, this is your fallback. The lack of visual flair is the trade-off for absolute reliability.
Carry Your Lantern
Carry Your Lantern occupies a middle ground between Wearable Lanterns and Quick Light. It adds lanterns as equippable items that appear in your off-hand when drawn, but they don’t occupy your weapon slot. You can still block with a shield or cast spells while the lantern is “active.”
The implementation is clever: the lantern appears as a separate model in your left hand, positioned to not interfere with shields or spell-casting animations. It looks like you’re holding it, but mechanically it’s a different layer. This means you get the visual immersion of carrying a light source without the gameplay penalty of losing a hand slot.
Customization is handled through MCM. You can choose from several lantern styles (oil, paper, magical), adjust light color and intensity, and configure fuel consumption. The mod also includes an auto-equip feature that draws your lantern whenever you enter an interior cell, then sheathes it when you exit, useful if you keep forgetting to toggle it manually.
Compatibility is generally excellent, though there are occasional animation quirks with certain shield or magic mods. The author updates regularly to address these edge cases. Available for SE and AE on community modding platforms.
How to Install Wearable Lantern Mods
Installing Mods via Nexus Mod Manager
Nexus Mod Manager (NMM) is the legacy option. It still works for Classic Skyrim and early SE versions, but it’s been officially discontinued since 2018. If you’re using it, you’re likely on an older setup or maintaining a legacy modlist.
- Download the mod file from Nexus Mods, click “Mod Manager Download” if available, or download manually.
- Open NMM and navigate to your Skyrim installation (it should auto-detect).
- If you downloaded via browser, use the green “+” button in NMM to add the mod manually.
- Activate the mod by double-clicking or checking the box in the Mods tab.
- Launch Skyrim through NMM to ensure the load order is applied.
NMM doesn’t handle complex dependencies well. If the lantern mod requires SKSE (most do) or other frameworks, install those first. Check the mod page’s requirements section carefully.
Installing Mods via Vortex
Vortex is the modern standard from Nexus Mods. It’s more complex than NMM but handles dependencies, conflicts, and load order far better. As of 2026, it’s the recommended tool for SE and AE modding.
- Install Vortex from the Nexus Mods website if you haven’t already.
- On the mod page (like Wearable Lanterns), click “Mod Manager Download.” Vortex will capture the download automatically.
- Go to the Mods tab in Vortex. The downloaded mod appears in the list, click “Install.”
- Vortex will prompt you to enable the mod. Click “Enable.”
- Check the Plugins tab to ensure the .esp file is active. Vortex usually handles this automatically.
- If the mod includes MCM options, those will appear in-game after loading a save.
Vortex will warn you about conflicts or missing dependencies. Pay attention to these, if it says you need SkyUI or SKSE, install them first. The built-in LOOT integration handles load order, but for lantern mods (which are typically lightweight), placement is rarely critical.
Manual Installation Steps
Manual installation is tedious but gives you complete control. It’s also necessary for platforms like GOG or heavily customized mod setups where managers struggle.
- Download the mod file (usually a .zip or .7z archive).
- Extract the archive using 7-Zip or WinRAR. Inside, you’ll find folders like “Data,” “Meshes,” “Textures,” and the .esp plugin file.
- Navigate to your Skyrim installation directory, typically
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data. - Copy the extracted folders and .esp into the Data folder. Confirm any overwrite prompts (back up first if you’re unsure).
- Launch the Skyrim Launcher, click “Data Files,” and check the box next to the lantern mod’s .esp.
- Load your save. The lantern will either be added to your inventory automatically or available for crafting/purchase depending on the mod.
Manual installs don’t track dependencies or conflicts. You need to read the mod description thoroughly and cross-reference any requirements with what you’ve already installed. This method is fine for standalone mods like lanterns, but it becomes unmanageable for large modlists.
Configuring and Customizing Your Wearable Lanterns
Adjusting Light Radius and Brightness
Most wearable lantern mods expose light settings through MCM. Once in-game, press Esc > Mod Configuration > [Your Lantern Mod Name]. You’ll see sliders for radius and brightness, these directly affect how far the light reaches and how intense it appears.
Radius is measured in units. Default values are usually 1024-1536. Doubling this to 2048-3072 illuminates entire dungeon rooms but can feel unrealistic, lanterns shouldn’t light up like stadium floodlights. For balanced gameplay, stick between 1024 (close range, atmospheric) and 1536 (practical visibility without looking ridiculous).
Brightness controls intensity separate from radius. A large radius with low brightness creates soft, ambient light. High brightness with small radius gives you a concentrated spotlight effect. Experiment with combinations. A common setup: 1280 radius, 1.2x brightness multiplier.
Some mods let you adjust light color temperature. Warmer tones (orange/yellow) look more natural for oil lanterns and match Skyrim’s fantasy aesthetic. Cooler tones (white/blue) are better for magical lanterns or if you’re using ENB presets that already warm the entire color palette.
Changes apply in real-time. Toggle your lantern on and tweak settings while watching the effect. What looks good in a screenshot might be too dim during actual gameplay, so test in an actual dungeon run, not just in Whiterun at night.
Fuel Management and Realistic Settings
Fuel mechanics add immersion but can become micromanagement hell if tuned poorly. Wearable Lanterns by Chesko gives you full control: fuel consumption rate, oil bottle duration, and whether fuel is required at all.
Consumption Rate determines how quickly oil depletes. The default setting (1.0x) drains one oil bottle over approximately 4-6 real-world hours of burn time. That’s generous, you’ll refill maybe once per lengthy play session. Increasing to 2.0x halves that duration, making it more “survival” oriented. Going below 1.0x or disabling fuel entirely turns the lantern into a permanent light source.
You acquire oil from general goods merchants or craft it at cooking pots (recipes vary by mod). Stock up if you’re running fuel consumption above 1.0x. The mod typically adds oil to loot tables too, barrels, crates, and bandit inventories occasionally contain bottles.
For players using survival mods like Frostfall or Sunhelm, realistic fuel consumption fits thematically. You’re already managing hunger, thirst, and warmth: adding light fuel to that list isn’t much extra overhead. For casual playthroughs, disable it. There’s no achievement for running out of oil mid-dungeon.
Magical lanterns (if the mod includes them) bypass fuel entirely. They’re typically more expensive to craft or purchase but eliminate the maintenance aspect. Trade-off: they might emit a more “arcane” light color that looks out of place if you’re roleplaying a non-magic character.
Hotkey Configuration and Toggle Options
Hotkeys are essential. Fumbling through your inventory to equip a lantern kills pacing. Every major wearable lantern mod includes hotkey support, assign a key, press to toggle on/off instantly.
In MCM, find the “Hotkey” section. Click the field, then press your desired key. Avoid conflicts: if you use mods like SkyUI, iNeed, or Frostfall, they’re already eating up keys. Common safe choices: L (for Lantern), K, or one of the numpad keys. Some players bind it to a mouse button if they have a multi-button gaming mouse.
Toggle behavior varies by mod. Wearable Lanterns equips/unequips the lantern directly, press once to wear, press again to remove. Quick Light SE is pure on/off, there’s no equip state, just light presence. Carry Your Lantern can be configured to auto-equip in interiors and auto-remove outdoors, which is convenient but can feel automated if you prefer manual control.
Test your hotkey in different scenarios. Make sure it works while in combat, while sneaking, and while in menus. Some hotkeys fail to register during certain animations, if that happens, rebind to a different key or check for conflicting mods in your load order.
You can usually assign multiple hotkeys for different lantern types if the mod supports several variants. Hotkey 1 for the standard lantern, Hotkey 2 for a paper lantern with blue light, etc. This is overkill for most players but useful if you want different lighting for different situations (exploring vs. roleplaying in town).
Compatibility Considerations and Mod Load Order
Compatible Lighting and Weather Mods
Wearable lanterns play nicely with most lighting overhauls, but results vary depending on how aggressive those overhauls are. ELFX (Enhanced Lights and FX) is the most popular lighting mod as of 2026. It darkens interiors significantly and removes many vanilla light sources for realism. Wearable lanterns become borderline essential with ELFX, dungeons are nearly pitch-black without a personal light source.
Relighting Skyrim paired with Enhanced Lighting for ENB (ELE) creates a similar effect with better performance. Lanterns integrate seamlessly: just expect to rely on them heavily in any interior space. Without a lantern, you’re essentially blind in ELFX/Relighting setups.
Lux is a newer alternative that’s gained traction for SE and AE. It’s less extreme than ELFX but still much darker than vanilla. Lanterns work perfectly here too. Lux has specific patches for Wearable Lanterns, check the Lux mod page for optional files that ensure light sources interact correctly with Lux’s shadow systems.
Weather mods like Cathedral Weathers, Obsidian Weathers, or NAT (Natural and Atmospheric Tamriel) don’t conflict but do affect how your lantern light looks. Cathedral Weathers’ vivid color grading can make warm lantern light appear more orange than intended. Test in different weather conditions and adjust your lantern’s color temperature in MCM if needed.
ENB presets add another layer. Some ENBs have specific settings for dynamic lights (which includes your lantern). If your lantern looks washed out or too dim with an ENB active, check the ENB’s configuration file for bloom, ambient light, and point light multipliers. Tweaking these can balance your lantern’s appearance with the ENB’s overall aesthetic. Many RPG-focused mods and guides discuss optimal ENB + lantern configurations for atmospheric dungeon crawling.
Resolving Conflicts with Armor and Equipment Mods
Wearable lanterns attach to your character’s skeleton, specifically to a node near the pelvis or hip. Some armor mods, especially those that add cloaks, belts, or hip-mounted equipment, occupy the same attachment point. This can cause visual clipping (the lantern appears inside your cloak) or, worse, the lantern doesn’t appear at all.
Cloaks of Skyrim and Winter Is Coming are frequent culprits. The lantern model tries to attach but gets obscured by flowing cloak meshes. The fix: check if your lantern mod has a “positioning” option in MCM. Wearable Lanterns by Chesko includes offsets, you can move the lantern forward, backward, left, or right by adjusting X/Y/Z coordinates. Shift it forward slightly (positive Y-axis) to clear cloak meshes.
For belt mods like Equippable Maps or Bandoliers, conflicts are rarer but possible. These usually attach to different skeleton nodes, but if two mods try to use the same node, one will fail to display. Load order doesn’t fix this, it’s a skeleton limitation. Solution: use XP32 Maximum Skeleton Extended (XPMSSE), which adds extra attachment nodes specifically for this problem. Install XPMSSE, then ensure both your lantern mod and belt mod support it. Most modern mods do.
Frostfall (Chesko’s survival mod) integrates directly with Wearable Lanterns since they share the same author. No conflicts there. But other backpack or survival equipment mods might clash. If you’re using Campfire and notice your lantern disappearing when a backpack equips, again, XPMSSE is the answer.
Troubleshooting steps if your lantern vanishes with certain armor:
- Install XPMSSE if you haven’t.
- Open the lantern mod’s MCM and look for “Attachment Node” or “Positioning” options.
- Try different attachment points (belt, hip, back), some mods let you choose.
- Adjust position offsets to avoid clipping.
- If all else fails, switch to Quick Light SE, which doesn’t use visible models.
Troubleshooting Common Wearable Lantern Issues
Lanterns Not Appearing or Equipping
You’ve installed the mod, checked the .esp, launched the game, but the lantern is nowhere in your inventory and vendors don’t sell it. First, confirm the mod actually loaded. Open the console (tilde key ~), type help lantern 0, and hit Enter. If the mod is active, you’ll see a list of items and IDs containing “lantern.” If nothing appears, the mod didn’t load.
Common causes:
- The .esp isn’t checked in your mod manager or launcher Data Files menu. Go back and enable it.
- SKSE isn’t running. Many lantern mods require SKSE. Launch Skyrim via skse64_loader.exe, not the default launcher.
- Load order issue (rare for standalone mods, but possible). Run LOOT to auto-sort your plugins.
If the console shows the lantern exists but it’s not in your inventory, check the mod’s acquisition method. Some mods add the lantern automatically, others require crafting at a forge (check under Misc or Armor categories), and some place it in specific locations or vendor inventories. Read the mod description carefully, there’s usually a section explaining how to obtain the lantern.
Still nothing? Try crafting one manually. Open console, type help lantern 0 to get the item ID, then player.additem [ID] 1. If that works, the mod is functional but you missed the intended acquisition method.
If the lantern appears in inventory but equipping does nothing, no model, no light, it’s likely a mesh/texture issue. Verify that all mod files installed correctly. For manual installs, confirm the Meshes and Textures folders copied into your Data directory. For mod manager installs, reinstall the mod and ensure no errors appeared during installation.
Performance Issues and FPS Drops
Dynamic lights are performance-intensive, especially on older hardware or heavily modded setups. If your FPS tanks when equipping a lantern, here’s how to mitigate it:
Reduce light radius and shadow quality. The larger the light radius, the more the engine calculates shadow casting for surrounding objects. Drop radius from 2048 to 1024 or lower. In your lantern mod’s MCM, disable dynamic shadows if that option exists. The lantern will still provide light, but it won’t cast moving shadows, less realistic, but much lighter on performance.
Check for shadow setting conflicts. Skyrim.ini and SkyrimPrefs.ini contain shadow-related settings that interact with dynamic lights. If you’ve cranked iShadowMapResolution to 4096 or higher for screenshot purposes, dynamic lights will chug. Lower it to 2048 for balanced performance. Similarly, fShadowDistance controls how far shadows render, reducing this helps if you’re getting FPS drops in large open areas with the lantern equipped.
ENB shadow settings. If you’re running an ENB, it overrides vanilla shadow settings with its own. Open enbseries.ini and look for [SHADOW] section. Setting EnableLocalShadows=false disables shadows from dynamic lights (including your lantern) entirely. You keep the light, lose the performance hit.
Lighting mod interactions. Running ELFX + Relighting Skyrim + Lux + Wearable Lanterns + ENB is asking for trouble. Each adds light sources and shadow calculations. Pick one major lighting overhaul and stick with it. ELFX alone with a wearable lantern is plenty. Stacking multiple lighting mods creates diminishing returns and performance degradation.
For really struggling systems, consider switching to Quick Light SE. Since it doesn’t render a 3D model or particle effects, the performance cost is minimal, basically just the light itself. You lose immersion, but you gain stable FPS. Characters on community modding discussions often recommend Quick Light for lower-end builds or heavily modded playthroughs that are already pushing performance limits.
If none of this helps and FPS drops persist only with the lantern equipped, you might be hitting a script or engine bottleneck. Check your script latency in console with GetNumActiveScripts or use tools like Papyrus Script Profiler to identify if the lantern’s scripts are causing lag. Some older or poorly optimized lantern mods run constant scripts even when not equipped, uninstall those and use a cleaner alternative like Wearable Lanterns by Chesko, which is highly optimized.
Alternative Lighting Solutions in Vanilla Skyrim
If modding isn’t an option, you’re on console without mod support, playing a no-mod challenge run, or just avoiding mods for stability, vanilla Skyrim does have lighting options, though they’re clunky.
Torches are the most straightforward. They’re everywhere: loot, vendors, scattered in dungeons. Equip one in your left hand for light. Downside: you lose dual-wielding, shield blocking, or spell-casting with that hand. For sword-and-board or two-handed builds, torches are a significant combat handicap. They burn indefinitely (no fuel mechanic in vanilla), so you can carry a stack and swap as needed.
Candlelight spell (Alteration, novice-level) creates a floating light orb that follows you for 60 seconds. It’s magicka-free once cast, so even non-mage builds can use it if they have the base magicka pool to cast once. The duration is short, though, reapplying every minute disrupts flow. The Magelight spell is similar but longer-lasting (60 seconds, cast on surfaces). Neither is hands-free, but they don’t occupy inventory slots.
Vampire’s Sight power (if you’re a vampire) grants night vision for 60 seconds, unlimited uses per day. It’s not light, it’s vision enhancement, so it works in absolute darkness. The effect is blue-tinted and desaturates colors, which some players find annoying. But it’s reliable and completely free. Downside: you have to be a vampire, which comes with significant gameplay trade-offs (fire weakness, sun damage, NPC hostility).
Khajiit racial night vision (Night Eye) is similar but weaker. It provides some visibility in darkness but isn’t as strong as Vampire’s Sight. If you’re playing Khajiit, it’s a minor convenience but not a full solution.
Increasing monitor brightness or adjusting in-game brightness settings is the brute-force method. Crank the brightness slider in Settings > Display until dungeons are visible. This works but washes out colors and ruins the game’s atmospheric lighting. You’ll see better, but everything looks flat and grey.
None of these match the convenience or immersion of wearable lantern mods, but they’re functional. For vanilla purists or players on platforms that can’t mod (like Switch), torches + Candlelight is the standard combo.
Conclusion
Wearable lanterns transform Skyrim’s dungeon-crawling experience from a constant trade-off between visibility and combat readiness into something seamless. Whether you go with the full-featured Wearable Lanterns mod, the minimalist Quick Light SE, or something in between, you’re solving a problem Bethesda never addressed in vanilla.
Installation and configuration take maybe 15 minutes if you’re new to modding, less if you’re experienced. The payoff, never fumbling with torches or recasting Candlelight mid-fight, is worth that time investment. Pair your lantern with a lighting overhaul like ELFX or Lux, and Skyrim’s dungeons become properly atmospheric without being frustratingly dark.
Mod compatibility is solid across the board as of 2026. Most issues you’ll hit are easily fixed with XPMSSE or a quick MCM tweak. Performance concerns are real but manageable, lower the light radius, disable dynamic shadows, or switch to a lighter mod if needed. You don’t need a NASA rig to run a lantern on your belt.
For anyone still playing Skyrim in 2026, and let’s be honest, that’s a lot of us, wearable lanterns are one of those quality-of-life mods that quietly become indispensable. You don’t realize how much you needed them until you try playing without one again.





