[REL] Frostfall - Hypothermia, Camping, and Survival

Post » Fri May 25, 2012 2:36 pm

I wish this was compatable with portable campsite :(
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Francesca
 
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Post » Fri May 25, 2012 10:38 pm

I've realized that Firekits are constantly being used up automatically. Whenever I go indoors, it'll eat up 1 to 3. I go outside and it's the same thing. No matter where I'm at. Maybe a detection problem? I will stand by a fire, even indoors, and it will say I'm completely warm. Then a firekit is used afterwards. :lol:

I'm reverting back to 1.4 for now to see what happens.
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meghan lock
 
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Post » Sat May 26, 2012 12:13 am

There may be a problem with worldspace issues (or whatever you call different realms). For instance I never had the automatic firekit consumption happen until I was sent to a different realm during a Daedric quest. Upon entering the realm, firekits were being used up. Ever since then, entering and exiting cells would consume them, too.

Anyone else want to confirm this happens only when fast traveling or entering realms? I haven't fast-traveled since the new update (or in a while actually).
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neen
 
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Post » Fri May 25, 2012 8:31 pm

This mod does a lot for immersion and combined with Basic Needs is a must have!
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Harry Leon
 
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Post » Fri May 25, 2012 9:52 pm

I just wanted to say that this mod is working great and a blast, coupled with the Ship wreaked start in Live Another Life...it was a challenge to even try to start the game. That added fright of possibly not surviving the weak due to your mod is awesome! Recommend trying this mix out to anyone in for a challenge.

Have you thought of creating compatibility from Cloaks of Skyrim? Perhaps a reduction of the effect from harsh weather?
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Rude Gurl
 
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Post » Fri May 25, 2012 6:27 pm

Cloaks of Skyrim support has been something several have suggested. I'm definitely looking in to it.

Sorry I've been away from these boards for awhile. I've been putting fires out on Nexus and the Workshop, and my PC was out of commission all weekend due to a hard drive swap.

As anyone who has been on those sites know, 1.5.1 was released over the weekend, and fixes the "instant death" and "run-away EP loss" issues that were present in 1.5, particularly when someone upgrades from v1.4. However, many have brought up the issues of automatic Fire Kit consumption and some script performance issues. The "fire kit cost" feature may be on the chopping block unless I can get it working properly and correctly almost all of the time. I hate half-working features.

Here is my priority list for v1.6:

1) Optimize scripts, performance test, ditch slow-running ways of doing things. Refactor code. Get things running mo better. Performance, performance, performance. One of the biggest drawbacks of this new scripting engine is its consistency with timing, making any "steady-state" mod like this that relies on a script that runs in a pre-defined interval challenging to implement well.

2) Native language support: I have contacted all who has been interested in translating Frostfall and made them aware of this. I will add an option in setup for you to change the language of the mod. That way, the translator only needs to do the work one time, and when I add a new message in an update. In the works right now is Italian, Czech, Polish, German, and (possibly) Russian. If you are interested in adding a language not listed above, please contact me.

3) Better new-game experience. Move configuration to "Survivor's Guide to Skyrim". Make camping supplies purchasable / craftable / optional. Make a lesser power version of the Weathersense Ring. Possibly ditch the "ping" effect on the Ring, as some have reported timing / performance issues. See # 1.

4) Flavor. More (tasteful) image space effects, possibly movement impedance when very cold. Better user feedback.

5) Evaluate whether or not to keep Fast Travel Cost. Implement more hardcoe options (disable Waiting and Fast Travel while outdoors).

6) Craftable torches! (suggested by a user on Nexus). 1 firewood, 1 linen wrap.

This update won't come as quickly as the last few have. I want it to bake longer, perform more of my own performance testing, and give those brave and generous souls who want to test it before everyone else more time to do it.

As always, offer your suggestions and feedback as to what should be in the next version. Thanks.
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Alisha Clarke
 
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Post » Fri May 25, 2012 10:27 am

If we're going to be crafting torches, can we turn 2/3 of them into a fire kit? I've been stuck up in the mountains with plenty of wood but no Steel ingots to make fire with, it's kinda annoying sometimes, and torches are another common/realistic source of fire (although i still agree they shouldn't heat you in torch form).
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alyssa ALYSSA
 
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Post » Fri May 25, 2012 1:42 pm

I did make it where torches when equipped will give you a 40% boost to Exposure Resist (and phased out food effects in the process). Not sure if you saw that, since my post here is a bit out of date.

I don't think I'll do torch -> fire kit conversion, but I do think the fire kit craft requirements need to be changed. Consuming an entire ingot for the purposes of 3 fires is a bit weird. I was grasping for a second component that was easily obtainable but not "free", like firewood is. Some have suggested linen wraps, but I rolled that into torches instead. Not sure what else to suggest, since to make an actual fire, all you need is a stick, possibly a rock (though a wedge-cut block of wood will do), some kindling (dry hay, leaves), and fuel (firewood). The steel ingot was of course a call to the "flint and steel" idea, but such a thing probably shouldn't be considered consumable.
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Music Show
 
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Post » Fri May 25, 2012 11:20 am

I would remove the steel requirement. All players start with the flames spell which would obviously be sufficient to get the fire going. That being said, I don't think there should be any requirement for a fire other than the firewood. We should just assume players have the ability to light it (either via flint and steel or magic).
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Charity Hughes
 
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Post » Fri May 25, 2012 1:26 pm

At the very least I'd make it choose between steel, iron, ingots or ores. but I favour removing the metal requirement as either magic or sufficient friction will do in a pinch. I'd say that your mod should be more concerned with "survival", i.e. the minimum you should need (so that's just wood as far as i can see, maybe a check that you have some sort of bladed implement as well) and that "camping" things should be covered by seperate mods (I use LtMattMoo's or whatever the name is, it has loads of immersive detail like tinderboxes.) I like what you've made for the game, that goes without saying, but I wouldn't worry too much about the craftables.
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Sweets Sweets
 
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Post » Fri May 25, 2012 2:25 pm

All players start with the flames spell

Which, Talos help me, is the first thing I'm modding out when I get around to actually playing the game again.

But I get what you're saying. What about only requiring wood, but it drops in an "unlit" state. And you have to light it yourself by either casting a fire spell, or by equipping a torch and "blocking" with it (almost looks like you're lowering the torch down). And then it stays lit 6 hours as per normal. That way there is still some auxiliary cost.
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Isaiah Burdeau
 
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Post » Fri May 25, 2012 9:44 pm

Do you have a way to detect when an object gets set on fire? (in the spell way I mean, semi-persistent flames and scorching) And then having a torch (how are they lit? mystery...) and blocking would be good, as you say.. like the torch bash sets enemies on fire. I assume that would be scripted though as I don't think the torch bash can burn objects.

Edit: And there are already mods that remove starting spells, SIMS is one I think. I approve, but don't fancy a whole overhaul for just that. (or rather, prefer other magic overhauls)
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Mariana
 
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Post » Fri May 25, 2012 11:11 am

Not to get off topic, but http://skyrim.nexusmods.com/downloads/file.php?id=10254 lets you choose which spells to start with, or you can start with none.
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Jonathan Egan
 
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Post » Fri May 25, 2012 10:33 pm

Do you have a way to detect when an object gets set on fire?

Nope. Flying by the seat of my pants here. I assume it's possible until I prove that it isn't. The philosophy has served me pretty well so far.

The torch is easy; just detect IsBlocking and the distance from the player to the fire is within 100 units. If both are true, light fire.
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Red Bevinz
 
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Post » Fri May 25, 2012 9:54 pm

Good spot, camulosOS.
And how do magical flames work when setting fire to objects? is it scripted, a property of the spell, or what? I've seen spells that specifically do set the ground on fire (like dragon breath, and wall spells) so is that just a "linger on hit" mechanic? Perhaps a better way would concern scorch marks, as they apply to objects specifically. Find what triggers scorch marks in most objects, and add the trigger to those that can activate the fire kit/wood. That would give you an immersive way of lighting fire.
A perhaps simpler one would be to detect how much of the screen the fire kit takes up (pretty sure that's easy to do, for combat/sneaking detection), detect what type of spell a player casts (obviously fire works, perhaps lightning should but i wouldn't bother), and if you're looking at/near enough the fire kit while casting, it'll trigger.
As you can tell, I have no experience with scripting for TES, but I hope what I mean is clear.
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Donatus Uwasomba
 
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Post » Fri May 25, 2012 12:38 pm

Still loving the mod and the immersion it brings!

*IF* you kept the Steel ingot requirement to go along with the "flint and steel" concept for fire starting, perhaps changing the Steel Ingot component to a craftable "Fire Steel/Striker" or other appropriately named object and allowing you to make something like 3 of them per ingot would work. Thus, you keep your (good) idea of not being able to make a free fire any time ya want, while reducing the weight and/or silliness of using an entire ingot per fire kit. I imagine the "striker" to be something about the size and weight of a lockpick. I'm carrying about 48 lockpicks and they don't fill up my pack or cause me weight problems. Making sure that I pack a handfull of "strikers" before setting out from a town gives me that bit of immersion in which travel requires planning -- something I believe Chesko was shooting for originally with the mod. Using LtMattMoo's camping mod, I can harvest wood while out in the field. Prepping or buying a decent amount of "strikers" at least would keep the process from being totally free.

I agree that our "fire" spell *should* be able to start a fire and it makes lots of sense from a logical point of view. From an immersion/gameplay point of view, if I could shoot fire out of my hands any time I want, I should then be able to pretty much light ANYTHING on fire to warm up whenever because I'm a walking flame-thrower. It kind of takes away from the idea of lighting a camp fire for the specific purpose of warming up. So, I'm on the fence with the fire spells light the fire scenario.

--Thom
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Tessa Mullins
 
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Post » Fri May 25, 2012 5:02 pm

Personally I think it should be assumed that the character has means to start a fire. Even if they don't have a dedicated fire starter it's easy enough to find some flint and use the back of a knife for steel. And as someone else mentioned, the game gives every character access to a flame spell by default.
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Tyrel
 
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Post » Fri May 25, 2012 2:12 pm

Isn't there a way you can make a steel ingot get more than one use? Always keep one in your inventory and it can light fires up to twelve times; or something similar. What I mean is, instead of having a steel ingot in your inventory for crafting purposes, make it already an item in your backpack. Backpack can only carry one steel ingot at a time and disappears after a dozen or so uses.

I do think a magic spell is a cool idea, but I'm kinda not fond of it for 'camping/survival'. I would just keep the spells equipped and not need to ignite anything. Why warm up next to a fire when I have flames coming from my hands? Also seems tedious lighting it or have your Destruction raise any time you want to have a campfire; can break role-playing and immersion.
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Angela Woods
 
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Post » Fri May 25, 2012 11:15 pm

Does destruction raise when cast on objects? Can't see why it would. Personally, I'd favour letting spells light fires, and I'd then use a mod to remove starting spells. but another option would be to only let higher lever spells light (would remove immersion though) i.e. add a keyword to the starting flames spell that doesn't let it light campfires.
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Makenna Nomad
 
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Post » Fri May 25, 2012 11:21 pm

Does destruction raise when cast on objects? Can't see why it would. Personally, I'd favour letting spells light fires, and I'd then use a mod to remove starting spells. but another option would be to only let higher lever spells light (would remove immersion though) i.e. add a keyword to the starting flames spell that doesn't let it light campfires.
destruction should only gets raised when it causes damage, I think.
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keri seymour
 
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Post » Fri May 25, 2012 10:05 pm

destruction should only gets raised when it causes damage, I think.
That's what I thought. So destruction wouldn't be raised by lighting fires with magic (and in my opinion it shouldn't!)
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quinnnn
 
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Post » Fri May 25, 2012 10:09 pm

That's what I thought. So destruction wouldn't be raised by lighting fires with magic (and in my opinion it shouldn't!)
Oh, well I forget. And you're probably right. Maybe it was Conjuration I was thinking of. One of those magic skills would raise even if you didn't damage anything :blush:
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.X chantelle .x Smith
 
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Post » Fri May 25, 2012 5:10 pm

Either way, I agree that it's a contentious issue and many don't want to mix magic and survival mechanics, myself included. I was just postulating on a separate cost mechanic (though comparing the cost of a torch to a spell-cast isn't quite fair). I'll keep thinking about it.
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Marilú
 
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Post » Fri May 25, 2012 2:33 pm

I think there should be harsher penalties for low EP. I'm playing a thief/merchant type of character who wears no armor so penalties for combat skills don't have much effect. Can you make health decrease when EP hits certain point? Or even better, make the health decrease faster the lower your EP is.
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renee Duhamel
 
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Post » Sat May 26, 2012 1:27 am

I currently affect your Speech skill, which would affect your mercantile abilities. As far as Health goes, I don't want to damage the player due to Exposure because this can end up creating undesirable results (One arrow kills me when in frigid water vs. 4 arrows when not in frigid water) and in general feels like I'm constantly punishing the player, which I don't want to do.
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Victoria Vasileva
 
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