[REQ] Cold Weather and Hypothermia

Post » Wed May 16, 2012 9:42 pm

+1 - a warmth bar should be good
furrrrr armorr!
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Thu May 17, 2012 2:38 am

So basically we just need Imp of Perverse to come into Skyrim. The author of http://www.newvegasnexus.com/downloads/file.php?id=37254 and http://www.newvegasnexus.com/downloads/file.php?id=37983, two of the most complex mods for FO3 and FNV and of course author of http://www.newvegasnexus.com/downloads/file.php?id=34814.
Those are actually some really cool mods, and if food and water wasn't so easy to get in New Vegas they would tell an interesting story about the struggle to avoid starvation. I'm not sure it is thematically appropriate in Skyrim for starvation and nutrition to be an issue. The land is pretty well settled and game and edible plants are abundant in most regions. I certainly haven't seen any caves or ruins that told the story of a group that ran out of food and starved to death.

But that is all tangential, the attention to detail on his weather mod is the kind of thing I would be looking for in a long term build of my proposed mod.
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Wed May 16, 2012 11:09 pm

I like these ideas. Would be nice for some kind of hardcoe mode. I always thought it was quite odd that you can swim in these rivers without freezing to death or at least getting a cold. That's why I usually try RP a bit and try to cross rivers only at bridges or by jumping over stones (which should be slippery, BTW).
User avatar
Nicole Mark
 
Posts: 3384
Joined: Wed Apr 25, 2007 7:33 pm

Post » Wed May 16, 2012 5:43 pm

I like these ideas. Would be nice for some kind of hardcoe mode. I always thought it was quite odd that you can swim in these rivers without freezing to death or at least getting a cold. That's why I usually try RP a bit and try to cross rivers only at bridges or by jumping over stones (which should be slippery, BTW).
Lost on to of a glacier with the wind absolutely howling was where I desided, ok I should be an ice cube right about now.
User avatar
Dona BlackHeart
 
Posts: 3405
Joined: Fri Dec 22, 2006 4:05 pm

Post » Wed May 16, 2012 5:32 pm

Awesomw idea, i was thinking of it playing.
This would go together with some reality mod, were eating and sleeping are required, bringing penalties when there is a lack of. Would require a carryable sleeping bag...
User avatar
Frank Firefly
 
Posts: 3429
Joined: Sun Aug 19, 2007 9:34 am

Post » Thu May 17, 2012 2:15 am

Awesomw idea, i was thinking of it playing.
This would go together with some reality mod, were eating and sleeping are required, bringing penalties when there is a lack of. Would require a carryable sleeping bag...
Sleeping bags are much more useful for staying warm than sleeping.
User avatar
Kahli St Dennis
 
Posts: 3517
Joined: Tue Jun 13, 2006 1:57 am

Post » Wed May 16, 2012 10:18 pm

To me, this idea sounds like it means another item to carry, and something pointless to worry about. "Oh no, I'm in the cold. let me stop the game so i can put on my coat."

If it were a select few dungeons that had a chilling effect, and there was an item to counter it, or potion, or whatever. Sure, I can live with that. But as an overall game mechanic throughout the whole world? No thanks.

I hate realism mods, too. A strong effect where you're seriously going to die by getting in the water, or anything that means fussing with inventory items, would be annoying. But there should be some small, slow amount of frost or even just stamina damage, just to get rid of the immersion-breaking unmet expectation every time I step into the water. There's no point in game where I expect to have to leave money behind because gold weighs so much, or to be hungry now, or to twist my ankle hopping down five feet and landing badly. Those kinds of mods fix things that never seem wrong without stopping and thinking about them. Jumping into icy water is actively changing something. You know you're in new territory because your weapons are put away, your visibility goes down, you can drown, there are swishy sounds, you can see the swim animation in third person. A change is expected, and the most obvious one to anticipate right away is being cold.

Only a small amount of frost damage or fatigue is needed to feel like that expectation is met. Something even more subtle than the whole having to breathe business that's already in the game. Not some annoying ten-second kill, or a suit you have to change into to safely swim. And that is the difference between immersion mods and realism mods.

(...Whereas the chill air doesn't tell me to expect anything, I think because it's scenery and I'm not already interacting with it. Blizzards are in the same mental category as those pretty mountains I can just see through them. They also set in over many seconds, not instantly. So I wasn't ignoring the thread so far with my last post. Though, when I discounted snow damage I actually meant it seemed like it would be harder/costlier to mod, not unrealistic to happen.)

Cold water in a select few dungeons would be worse. That would just add an extra layer of unmet expectations. The ice water outside would still be miraculously safe, but also, I'd suddenly be diving into the only dangerously cold water in all Skyrim for some reason.


I should have added that I like the OP's idea about making NPCs actually want their arms and legs covered in a blizzard.
User avatar
Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Wed May 16, 2012 3:12 pm

Hmm I think readying your any flame spell should easily negate the effect. :flamethrower:
User avatar
REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm

Post » Thu May 17, 2012 3:38 am

Which you can't do underwater. :P And anyway, a fire that small is not going to help your toes any. You like your toes, don't you?
User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Post » Wed May 16, 2012 12:53 pm

I find that after I play outside for a while, I have to go and get a sweater to wear. Now that's realistic programming! :yes:
User avatar
Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am

Post » Wed May 16, 2012 5:10 pm

Well i always play as a khajiit so this wouldnt be a problem for me :D
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Wed May 16, 2012 4:47 pm

I was thinking about this earlier. Were I making such a mod, it wouldn't be nearly so realistic, but I do like the idea of actually having to deal with the cold.
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Thu May 17, 2012 2:54 am

It's a brilliant idea so sick of how my immersion is broken every time I step outside

Do you want to play an RPG or manage a sim?

IMHO, a terrible idea. But eh, its a mod idea so whatever.

Really? I can never understand this- no one is forcing you to DL this mod! What are you afraid of? Are you afraid that modders will take up their precious time making this mod? So what? it's their time to do what ever they want! Lol

Besides, this isn't about making it more sim like, it's about making different useless armors and making them actually usefull in this game.
User avatar
koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Wed May 16, 2012 5:06 pm

I am not big on hardcoe mods but accounting for temps and blizzard conditions would be a mod I am interested in.
User avatar
Doniesha World
 
Posts: 3437
Joined: Sun Jan 07, 2007 5:12 pm

Post » Wed May 16, 2012 1:53 pm

Well i always play as a khajiit so this wouldnt be a problem for me :D
Khajit are actually adapted to desert environments, it is unlikely that they would do well in cold weather. Some of the Khajit you can talk to even bring up how they are uncomfortable with the cold. Cold weather fur is quite different from warm weather fur.

Though, since so many people think fur=stay warm a separate mods version where Khajit are more cold resistant likely need to be made available for players that think that way.
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Wed May 16, 2012 1:57 pm

Khajit are actually adapted to desert environments, it is unlikely that they would do well in cold weather. Some of the Khajit you can talk to even bring up how they are uncomfortable with the cold. Cold weather fur is quite different from warm weather fur.

Though, since so many people think fur=stay warm a separate mods version where Khajit are more cold resistant likely need to be made available for players that think that way.

How about a new race? The Frost Khajit -- It has been 200 years afterall
User avatar
Vickey Martinez
 
Posts: 3455
Joined: Thu Apr 19, 2007 5:58 am

Post » Wed May 16, 2012 3:50 pm

How about a new race? The Frost Khajit -- It has been 200 years afterall
Someone will almost certainly make one, there was a frost Khajit race in one of the most popular race mods for Oblivion, so odds are they will recreate that mod for Skyrim.

And making a mod to add that races cold weather resistance would probably be as easy as adding one variable. If the race has natural frost resistance it might not even need any mod at all.
User avatar
Racheal Robertson
 
Posts: 3370
Joined: Thu Aug 16, 2007 6:03 pm

Post » Wed May 16, 2012 10:48 pm

I would like something lightweight that does not involve inventory management. Frost damage when swimming (to make me think twice about getting in that water), plus a much lower frost damage when in a blizzard. Maybe a warmth buff after spending time by a fire.

Spookyfx made Duke Patrick's Hypothermia for Oblivion, I'm surprised he hasn't appeared in this thread yet.
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Wed May 16, 2012 4:45 pm

So basically we just need Imp of Perverse to come into Skyrim. The author of http://www.newvegasnexus.com/downloads/file.php?id=37254 and http://www.newvegasnexus.com/downloads/file.php?id=37983, two of the most complex mods for FO3 and FNV and of course author of http://www.newvegasnexus.com/downloads/file.php?id=34814.

I'm really liking this game so far, and from what the SKSE team has been saying, Skyrim's new scripting language supports object oriented programming (functions and classes and whatnot) so I'm really looking forward to modding it. Probably going to start with another dynamic timescale mod though, either on its own or as a part of the Skyrim version of Imp's More Complex Needs, which I definitely plan to make. I'll probably only remake ambient temperature if I can figure out how to add the temp readout to the date/time readout in the pause menu, I don't really want to clutter up the hud with stats, it was fitting for a futuristic game like Fallout but not for Skyrim.
User avatar
MARLON JOHNSON
 
Posts: 3377
Joined: Sun May 20, 2007 7:12 pm

Post » Wed May 16, 2012 10:21 pm

I'm really liking this game so far, and from what the SKSE team has been saying, Skyrim's new scripting language supports object oriented programming (functions and classes and whatnot) so I'm really looking forward to modding it. Probably going to start with another dynamic timescale mod though, either on its own or as a part of the Skyrim version of Imp's More Complex Needs, which I definitely plan to make. I'll probably only remake ambient temperature if I can figure out how to add the temp readout to the date/time readout in the pause menu, I don't really want to clutter up the hud with stats, it was fitting for a futuristic game like Fallout but not for Skyrim.
I can imagine lots of ways to make it work that don't clutter the HUD. Camera shiver in the cold, intensifies with the degree of cold. Fut a box around the compass that changes color based on the temp, White, normal or simply not there during normal temperature ranges, blue for cold, red for hot. Stuff like that, it isn't really hard to imagine ways to do it, the trick is making them work and look good.
User avatar
Kathryn Medows
 
Posts: 3547
Joined: Sun Nov 19, 2006 12:10 pm

Post » Thu May 17, 2012 1:39 am

I'm totally not above bumping my own ideas because I want to see other peoples thoughts on them and possibly attract a modder to make them.
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Wed May 16, 2012 3:19 pm

I would like something lightweight that does not involve inventory management. Frost damage when swimming (to make me think twice about getting in that water), plus a much lower frost damage when in a blizzard. Maybe a warmth buff after spending time by a fire.

Spookyfx made Duke Patrick's Hypothermia for Oblivion, I'm surprised he hasn't appeared in this thread yet.

I look forward very much to hearing whether Duke has plans for a hypothermia mod.

It must be take quite a lot of work to balance this with all the various resist frost and resist fire magic items, potions, and racial resistances.

For example, if you are a Dunmer and resistant to fire, does this mean it takes you longer to get warmed up again after exposure to cold?
User avatar
Sheila Reyes
 
Posts: 3386
Joined: Thu Dec 28, 2006 7:40 am

Post » Thu May 17, 2012 12:31 am

Does the fire cloak spell stop when you go under water unlike the frost and lightning cloaks?
User avatar
suzan
 
Posts: 3329
Joined: Mon Jul 17, 2006 5:32 pm

Post » Wed May 16, 2012 3:06 pm

I would like something lightweight that does not involve inventory management. Frost damage when swimming (to make me think twice about getting in that water), plus a much lower frost damage when in a blizzard. Maybe a warmth buff after spending time by a fire.

Spookyfx made Duke Patrick's Hypothermia for Oblivion, I'm surprised he hasn't appeared in this thread yet.

I didn't see this thread when I posted in another about a hypothermia mod I have been thinking of. Essentially, it just deals with swimming, but I was thinking of adapting it to blizzard conditions. Nothing major, as I am one of those people who doesn't like to think about mechanics when I go out exploring. The sequence of event would be as follows:

-- > PC begins swimming and after a while...
Spoiler
Detect PC swimming
...A) disallow Waiting while swimming
...B ) set HypothermiaSafe timer to current PC Stamina
.....1) <>
.......a) so that if PC is severely weakened by combat, he won't immediately go hypothermic as soon as he enters the water
.....2) HypothermiaSafe timer is how long PC can stay in the water (in seconds) before Hypothermia Effect begins
.....3) HypothermiaSafe timer pauses counting when PC stops swimming
.......a) resumes when PC resumes swimming
.......b ) timer resets when PC has not been swimming for 5 seconds

"This water is starting to chill you to the bone. Maybe it's time to head for shore."
Spoiler
Start Hypothermia
Stage A: You're getting cold!
...1) start HypothermiaFreeze timer
.....a) counts how long PC is under the effects of Hypothermia
.....b ) optional HypothermiaFreezeLong modifier to increase timer
.......1) makes recovery time longer
...2) Damage stamina 10 points per second until it reaches 0
.....a) <>
...3) disable Stamina regeneration
.....a) can be replaced magically or with food/drink
.......1) drinking spirits helps you resist the cold!

PC then notices a Stamina drain
PC drinks Mead and Ale for a while to keep his Stamina up

-- > PC Stamina eventually reaches zero
Spoiler
Stage B
...1) Damage Health 10 points per second until:
......a) PC is dead
.....b ) PC gets out of the water
.....c) <>
...2) Burden 50 points
.....a) to simulate sluggish responses

"Your body feels sluggish. Your hands and feet are numb. Time to get out of the water!"
PC may become overencumbered
PC notices Health drain
PC casts Healing spells and drinks potions to maintain Health

-- > PC Health eventually drops to a critical level
Spoiler
Stage C: Severe Hypothermia
...1) When PC Health <25% max (due to Hypothermia):
.....a) <>
.......1) so healing magic after Stage B begins does not prevent Stage C from beginning
.........A) forces PC to exit water to stop Hypothermia effect
.....b ) <> :)
.....c) Damage Magicka 10 points per second
.......1) <>
.......2) This is in addition to the Stage B Damage Health effect
.....d) Burden 100 points
.......1) This is in addition to the Stage B Burden effect
.....e) disable spellcasting
.......1) <>
.......2) <>

"You're shivering uncontrollably. Your muscles aren't working right. You are about to die!"
PC may become overencumbered (if he isn't already!)
PC notices Magicka drain
PC attempts to cast Healing spells
-- > "You cannot stop shivering long enough to cast a spell!"

-- > PC makes it to shore - whew!
Spoiler
Out of the water
...A) reverse HypothermiaFreeze timer
.....1) "You start to warm up a little."
.......a) remove Stage C Burden effect
.........1) after PC has been out of the water 15 seconds
.........2) if PC Health >25% max

"You start to warm up a little."
Overencumbered PC may become unoverencumbered (is that a word?) after a short period

-- > PC rests for a while on shore...
Spoiler
When HypothermiaFreeze timer reaches 0 (PC has been out of the water as long as the PC was Hypothermic):
. ..1) enable Stamina regeneration

"You feel warm again!"
PC notices Stamina is now regenerating as normal

-- > PC rests a while longer...
[spolier]remove Stage B Burden effect once PC Health and/or Stamina = max[/spoiler]

PC Healh and Stamina eventually reach max

"You are fully recovered from hypothermia."
. Overencumbered PC should become unoverencumbered

Note:
Spoiler
if PC re-enters swim mode and HypothermiaFreeze timer has not finished counting
.......a) HypothermiaFreeze timer starts counting back up
.......b ) PC is automatically at Stage B
.........1) if PC Health is <25% max, PC may go straight to Stage C

New spell effect: Warmth
Allows PC to swim in cold water
Sold as potions, possibly learnable spell (Alteration), possibly new enchanted items
Spoiler

...1) if taken before Hypothermia sets in:
.....a) stop HypothermiaSafe timer
...2) if taken after Hypothermia has set in:
.....a) stop Hypothermia Effect
.....b ) reverse HypothermiaFreeze timer
...3) additional Warmth effect:
.....a) set HypothermiaSafe timer to 300
.....b ) restart HypothermiaSafe timer

That's what I have so far. It shouldn't be too hard to tie it to a weather effect, surely at a reduced potency. I'm trying to make it work without making it a hassle for the Player. I know very little about scripting, so I'm not sure what will work and what won't. I figure it's going to be a great intro into the CK for me. :)
User avatar
mishionary
 
Posts: 3414
Joined: Tue Feb 20, 2007 6:19 am

Post » Wed May 16, 2012 4:41 pm

Well, I for one is looking forward to the releases of Immersion mods. I want cold effects, food effects and sleep effects :)
User avatar
lillian luna
 
Posts: 3432
Joined: Thu Aug 31, 2006 9:43 pm

PreviousNext

Return to V - Skyrim