[REL] Frostfall - Hypothermia, Camping, and Survival

Post » Sat May 26, 2012 12:39 am

The speech doesn't have much use in the wilderness, and where there is merchants there's usually fire too.
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Sam Parker
 
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Post » Fri May 25, 2012 10:50 pm

The speech doesn't have much use in the wilderness, and where there is merchants there's usually fire too.

Fair enough. I'm looking at affecting movement speed and adding imagespace effects for the higher tiers of hypothermia, which might be more your style.
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Ebou Suso
 
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Post » Fri May 25, 2012 2:17 pm

Cheers! Also can you make the EP decrease in combat toggleable from the menu. Never thought that getting chased by a Ice Wraith can actually save your life :)
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Euan
 
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Post » Fri May 25, 2012 6:00 pm

I just found a really neat, powerful way of detecting what the player is wearing. It also only runs when you change equipment, so, it won't affect your performance at all (except maybe a little when you make a gear swap). I can also extend this system out to the rest of your worn gear (hands, feet, head), and roll in some exceptions for clothing as well. All without introducing any compatibility conflicts! (thanks to Imp for the suggestion)

I think BEAR is about to become WEAR (Worn Equipment Affects Rate). I'll continue to develop/test this, but it's looking really, really promising.
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FABIAN RUIZ
 
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Post » Fri May 25, 2012 11:05 pm

This mod is working very well indeed, not intruding and yet immersive.
A few things I've noted whilst playing:
Would be nice with a timer before you get totally soaked when getting in the rain. As it is, one gets wet even before it starts to rain :)
And I dry up almost instantaneously when I get close to a fire (running dynamic with an outdoor gametime of 30).

I really liked the effect when I got into frigid water. Is there a possibility to make the edges of the screen colour faintly when changing environment? I play in 1:st person and so never see the nice shader effects on the PC.

I think it fits with Steel as one of the requirements for making firekits. It's fairly easy to get hold off, but you need to be somewhat prepared.

Running with the whole shebang: I don't see the difference between Iron and Steel, that is, I think Steel armour aught to get minimal protection too just as Iron.
Add the possibility to get a cold when getting chilled. Not that being cold gets you ill but it does tend to make infections brake out easier.

Maybe add one more step for the BEAR or the new WEAR: Minimal, normal, good, warm (or something), going to go through Baratan's Crafting 300 and would find it more interesting with one more step.

Also it would be nice if there where some way to see how effective ones outfit protects against cold.

An essential mod, and very user friendly; good job!
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lauraa
 
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Post » Fri May 25, 2012 3:07 pm

Thanks Locksley.

Would be nice with a timer before you get totally soaked when getting in the rain.

This is a known issue and something I intend to work on soon.

And I dry up almost instantaneously when I get close to a fire

This is by design, though I've been considering making it take a bit longer. Since the player can't really "do" much when trying to warm up, I've tried to minimize the downtime.

Is there a possibility to make the edges of the screen colour faintly when changing environment?

Image space effects are very much on the top of my to-do list.

Also it would be nice if there where some way to see how effective ones outfit protects against cold.

This is actually in the game, but turned off, because I ran into some issues where some messages would repeat indefinitely. That bug has been fixed and you will see some feedback on your worn equipment choices when using WEAR in v1.6.
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Joe Bonney
 
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Post » Fri May 25, 2012 3:25 pm

Great news: v1.6 of Frostfall will be compatible with Cloaks of Skyrim! Cloaks will provide an as-yet-undetermined bonus (probably a 10% or 20% Exposure Resist bonus). I might also scale torches back down to 30% at that time (which, 30% is still a whole lot, even if you decide not to use Cloaks of Skyrim).

Your existing version of Cloaks of Skyrim will work; it's compatibility that I can add on my end.
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Jani Eayon
 
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Post » Fri May 25, 2012 8:05 pm

Have you considered an enchantment of warmth, it would probably want to be only attachable to jewllery and only weak for balence, if that was added to the enchantment list it could be a nice addition of tieing ep even more into the world and lack of any magical influence without breaking the system.
Thanks for your continued work on this mod its been great so far!
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Lexy Corpsey
 
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Post » Fri May 25, 2012 10:03 am

Have you considered an enchantment of warmth, it would probably want to be only attachable to jewllery and only weak for balence, if that was added to the enchantment list it could be a nice addition of tieing ep even more into the world and lack of any magical influence without breaking the system.
Thanks for your continued work on this mod its been great so far!
ring of warmth would be fantastic. +1. :)
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Richard Dixon
 
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Post » Fri May 25, 2012 12:37 pm

More good news - the technique I used to optimize how WEAR runs can be applied to food. i.e., I can catch whether or not you ate specific food. And I don't need to touch the food to do it, so compatibility concerns are a non-issue! So, food effects should be coming back in v1.6, and will apply to all soups and stews, not just a few of them. And it will be (truly) compatible with all food mods, since I don't need to manipulate any of them.

Jeez, I've learned a lot today. And for the record, Quest Aliases are awesome...

re: Warmth enchantments, that role is supposed to be filled by Frost Resistance enchantments. Maybe I should explain better the difference between Exposure Resist and Frost Resist. Click below if you're terribly, terribly interested. (warning: math incoming)

Spoiler

Frost Resist takes the amount of EP you would lose and divides it by 0.0 (for 0% FR) to 1.0 (for 100% FR), and is added together with Clothing & Armor bonuses. Example, your clothing "factor" based on what you're wearing happens to be 1.0, and you have 100% frost resistance, so your frost resist "factor" is also 1.0... 1+1 = 2, meaning divide the amount you would lose by 2. Instead of losing 30 EP / minute in a blizzard, you're now losing 15. The absolute maximum that Clothing + Frost Resistance can help you is a divisor of 4.

(special note: being without equipment in every gear slot could result in the divisor for clothes being a fraction of 1 (0.6, 0.4, even 0.1!), which actually adds to the numerator and speeds up Exposure!)

Exposure Resistance takes the result of that(the above calculation) and multiplies it by some decimal. i.e., a 10% Exposure Resistance would result in a multiplier of 0.9, a 40% Exposure Resist would result in 0.6, etc. What this means is at 100% Exposure Resistance, you could theoretically reduce your exposure to 0 (though, I have been very careful to keep you from ever achieving that, the most you'll probably ever be able to have at one time may be 40 - 50%).

5 minutes is my "baseline" for the average character's survival time in a blizzard, assuming no Frost Resistance and being fully clothed. A 50% bonus means that your 5-minute survival time in a blizzard just got turned into 10. I hope that helps.
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Melis Hristina
 
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Post » Fri May 25, 2012 11:04 pm

If Cloaks is being made compatible how about fur hoods HD?

http://skyrim.nexusmods.com/downloads/file.php?id=3201
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sarah
 
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Post » Fri May 25, 2012 4:36 pm

More good news - the technique I used to optimize how WEAR runs can be applied to food. i.e., I can catch whether or not you ate specific food. And I don't need to touch the food to do it, so compatibility concerns are a non-issue! So, food effects should be coming back in v1.6, and will apply to all soups and stews, not just a few of them. And it will be (truly) compatible with all food mods, since I don't need to manipulate any of them.

Jeez, I've learned a lot today. And for the record, Quest Aliases are awesome...

re: Warmth enchantments, that role is supposed to be filled by Frost Resistance enchantments. Maybe I should explain better the difference between Exposure Resist and Frost Resist. Click below if you're terribly, terribly interested. (warning: math incoming)

Spoiler

Frost Resist takes the amount of EP you would lose and divides it by 0.0 (for 0% FR) to 1.0 (for 100% FR), and is added together with Clothing & Armor bonuses. Example, your clothing "factor" based on what you're wearing happens to be 1.0, and you have 100% frost resistance, so your frost resist "factor" is also 1.0... 1+1 = 2, meaning divide the amount you would lose by 2. Instead of losing 30 EP / minute in a blizzard, you're now losing 15. The absolute maximum that Clothing + Frost Resistance can help you is a divisor of 4.

(special note: being without equipment in every gear slot could result in the divisor for clothes being a fraction of 1 (0.6, 0.4, even 0.1!), which actually adds to the numerator and speeds up Exposure!)

Exposure Resistance takes the result of that(the above calculation) and multiplies it by some decimal. i.e., a 10% Exposure Resistance would result in a multiplier of 0.9, a 40% Exposure Resist would result in 0.6, etc. What this means is at 100% Exposure Resistance, you could theoretically reduce your exposure to 0 (though, I have been very careful to keep you from ever achieving that, the most you'll probably ever be able to have at one time may be 40 - 50%).

5 minutes is my "baseline" for the average character's survival time in a blizzard, assuming no Frost Resistance and being fully clothed. A 50% bonus means that your 5-minute survival time in a blizzard just got turned into 10. I hope that helps.
I like the way you've done it, although I think 100% frost resist should protect more than that (perhaps add a weighting, so actualEPloss = baseEPloss/(2*FR+C&A) ? or similar?) but it should never provide full protection.
However, as a mathematician, you've worded it a little poorly so it sounds like you're dividing by zero! (and then adding on armor bonuses) :P
Still, good work. Glad the quest aliases are making things easy for you. What does WEAR stand for? I've forgotten...
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Christina Trayler
 
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Post » Fri May 25, 2012 10:25 am

If Cloaks is being made compatible how about fur hoods HD?

After taking a quick look, it appears that they already are. However, they are designed to be helmet replacers, and as such, would appear as helms to me. If you're using WEAR, it would be considered a Standard protection helm, like other modded helms. I can look, but I don't think there's a way for me to make them Full protection unless the author works with me.

I like the way you've done it, although I think 100% frost resist should protect more than that (perhaps add a weighting, so actualEPloss = baseEPloss/(2*FR+C&A) ? or similar?) but it should never provide full protection.
However, as a mathematician, you've worded it a little poorly so it sounds like you're dividing by zero! (and then adding on armor bonuses) :tongue:
Still, good work. Glad the quest aliases are making things easy for you. What does WEAR stand for? I've forgotten...

Here is the actual formula:

Spoiler

((((((TempMultiplier * 20) + WetFactor) / (ClothingFactor + FrostFactor)) * ( ResistanceFactor )) * ExposureRateSetting ) * TimeDeltaSec ) / 60

Where
TempMultiplier = -0.50 to 3.0, where -0.50 = 20oC and 3.0 = -50oC, the range is a linear plot.
WetFactor = 8 if the player is "wet", 0 if not.
ClothingFactor = 0.1 to 2.5 (if WEAR disabled) or 0.1 to 3.0 (if WEAR enabled).
FrostFactor = 0.0 to 1.0 (0% Frost Resistance to 100% Frost Resistance)
ResistanceFactor = 1.0 to 0.0, sum of all resistances (ex. 30% Exposure Resistance = 0.70)
ExposureRateSetting = 0.0 to 4.0, user configurable in the options
TimeDeltaSec / 60 = time delta between last update interval and this one, to ensure the correct number of EP is reduced (script execution times are variable)

You'll notice that the ClothingFactor prevents dividing by zero since the lowest it can be is 0.1.

WEAR = Worn Equipment Affects Rate. I can expand things out to all equipment pieces now, not just the body.
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Lucky Girl
 
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Post » Sat May 26, 2012 1:00 am

re: Warmth enchantments, that role is supposed to be filled by Frost Resistance enchantments. Maybe I should explain better the difference between Exposure Resist and Frost Resist. Click below if you're terribly, terribly interested. (warning: math incoming)

Spoiler

Frost Resist takes the amount of EP you would lose and divides it by 0.0 (for 0% FR) to 1.0 (for 100% FR), and is added together with Clothing & Armor bonuses. Example, your clothing "factor" based on what you're wearing happens to be 1.0, and you have 100% frost resistance, so your frost resist "factor" is also 1.0... 1+1 = 2, meaning divide the amount you would lose by 2. Instead of losing 30 EP / minute in a blizzard, you're now losing 15. The absolute maximum that Clothing + Frost Resistance can help you is a divisor of 4.

(special note: being without equipment in every gear slot could result in the divisor for clothes being a fraction of 1 (0.6, 0.4, even 0.1!), which actually adds to the numerator and speeds up Exposure!)

Exposure Resistance takes the result of that(the above calculation) and multiplies it by some decimal. i.e., a 10% Exposure Resistance would result in a multiplier of 0.9, a 40% Exposure Resist would result in 0.6, etc. What this means is at 100% Exposure Resistance, you could theoretically reduce your exposure to 0 (though, I have been very careful to keep you from ever achieving that, the most you'll probably ever be able to have at one time may be 40 - 50%).

5 minutes is my "baseline" for the average character's survival time in a blizzard, assuming no Frost Resistance and being fully clothed. A 50% bonus means that your 5-minute survival time in a blizzard just got turned into 10. I hope that helps.
Yeah thanks for the explination i was just thinking more along the lines of a necklace that exudes heat, just for gammey reasons i like enchantments to feel that more magical, i mis the light enchants and detect life ect id of liked a little warming necklace for my character to hug! i shall just enchant some frost resist and rename it lol.

ps, you may have said already but does clear skys shout effect the mod?
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Chad Holloway
 
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Post » Fri May 25, 2012 11:44 am

After taking a quick look, it appears that they already are. However, they are designed to be helmet replacers, and as such, would appear as helms to me. If you're using WEAR, it would be considered a Standard protection helm, like other modded helms. I can look, but I don't think there's a way for me to make them Full protection unless the author works with me.



Here is the actual formula:

Spoiler

((((((TempMultiplier * 20) + WetFactor) / (ClothingFactor + FrostFactor)) * ( ResistanceFactor )) * ExposureRateSetting ) * TimeDeltaSec ) / 60

Where
TempMultiplier = -0.50 to 3.0, where -0.50 = 20oC and 3.0 = -50oC, the range is a linear plot.
WetFactor = 8 if the player is "wet", 0 if not.
ClothingFactor = 0.1 to 2.5 (if WEAR disabled) or 0.1 to 3.0 (if WEAR enabled).
FrostFactor = 0.0 to 1.0 (0% Frost Resistance to 100% Frost Resistance)
ResistanceFactor = 1.0 to 0.0, sum of all resistances (ex. 30% Exposure Resistance = 0.70)
ExposureRateSetting = 0.0 to 4.0, user configurable in the options
TimeDeltaSec / 60 = time delta between last update interval and this one, to ensure the correct number of EP is reduced (script execution times are variable)

You'll notice that the ClothingFactor prevents dividing by zero since the lowest it can be is 0.1.

WEAR = Worn Equipment Affects Rate. I can expand things out to all equipment pieces now, not just the body.

There was a mod I beta'd for oblivion that accounted for clothing protection vs hypothermia, and it would be activated by the name of the object, so if something had the name 'fur' in the ID (I think it was) it would be read as providing x amount of protection.
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David Chambers
 
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Post » Sat May 26, 2012 12:09 am

Your maths is fine, I was more commenting on some ambiguous wording :P
And do you mean to say you'll be introducing a system whereby damaged equipment (exists, and) affects EP?
...Or more likely, is it just "the equipment you are wearing" not "how worn is your equipment"..?
Oh, and by all equipment, do you mean hands, feet, body and head? or weapons and shields too? because I can't see them making much difference...
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sas
 
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Post » Fri May 25, 2012 4:46 pm

evilgiraffe,

I mean wearing gloves, boots, armor, and helms of different types will affect your exposure differently, provided WEAR is turned on. If off, they provide the current flat bonus. The same system I already have, just expanded to the other 3 worn equipment slots.
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~Sylvia~
 
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Post » Fri May 25, 2012 6:04 pm

evilgiraffe,

I mean wearing gloves, boots, armor, and helms of different types will affect your exposure differently, provided WEAR is turned on. If off, they provide the current flat bonus. The same system I already have, just expanded to the other 3 worn equipment slots.
Does my idea of the 1 steel ingot in the backpack with a certain amount of uses interest you, or is possible?

I also think a steel ore would be more plausible as it looks like a rock to start your fires.
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YO MAma
 
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Post » Fri May 25, 2012 12:37 pm

Porscha,

I see what you're saying, but if I were to do that, I would take the easy (as in, already implemented) route and just increase the number of firekits yielded per crafting event, and increase the wood cost to match, instead of trying to keep track of ingots and wood as two separate entities.

I'm still considering what to do about it, as well as camping equipment in general. I'm trying to strike a balance between "Be Prepared" and "Macgyver". If you are in a wooded area and all you have at your disposal is a knife, should you be able to kill some wolves, make a tent and bedroll, gather some wood, make a fire, and possibly create some clothing? In my mind, absolutely.
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Deon Knight
 
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Post » Fri May 25, 2012 1:04 pm

Going all organic on us, ay? Just the way I like it. If you implemented all of that, I'd take it (as if I had a choice).

To be honest as always, I rather like the firewood/steel ingot combination as is. Why are we changing it again? I forgot.

First, one idea, and then another. I still think it would be better if we were to use ores instead of ingots. Thinking about camping next to a mine and getting some ores sounds nice, as opposed to needing to go find a local town and use a smelter first and then running back to your tent (hehe). Does it make the mod heavier if it reads all of the ingot/ore objects just like crafting tents reads all available hides you have in your inventory? Perhaps any kind of ingot/ore could be used to craft firekits. The richer the element, the less required to craft a firekit. ie. 3 firewood + 3 iron ores = 1 firekit, and 3 firewood + 1 quicksilver ore = 1 firekit.

Maybe forget the last part (or leave it as an option), but any element would be a time-saver without changing it up too much.


I don't know if you can do this or not, but I think firekits should be scrapped and just leave it up to 3 pieces of firewood instead. Make the player equip a torch and use the block + attack maneuver on the unlit campfire to set it on fire. Possible?
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marina
 
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Post » Fri May 25, 2012 2:45 pm

Anything's possible :smile:

I'd like to change it because it flies in the face of the situation described above. "I'm in the woods, I have an axe, I can gather all of the wood I need, but whoops, I didn't buy an ingot from the local merchant. Better freeze to death!" I'd like to avoid that and enable living entirely "off the land", cooking pots being an exception. And I run across ore veins so seldomly that it's not something I want the player to count on. Part of the purpose of the fire kit is to consolidate the weight instead of having to lug around 50lbs of wood wherever you go.

if I went forward with a wood gathering mechanic, it would give me yet another excuse to ditch Fast Travel Cost, since it could be assumed then that you'd be able to just get what you needed along the way. Perhaps something else such as a tinderbox (a la MattMoo) or a fire starter could be used instead as a consumable resource. Using torches in this role would be nice, but I know the second I enable lighting them with torches, people (myself included) are going to ask, "Why not flame spells?", and I'm not going to have a very good answer, other than the argument I currently use, which is that aethereal fire doesn't heat the body and warm the soul the same way a natural woodburning fire does. So I implement that, and out goes torches as a consumable resource.

So it comes down to, what do I want to cost the player to keep warm and travel? Gold? Time (real life)? Time (in-game)? Carry weight? A combination (and if so, in what ratio)?
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bonita mathews
 
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Post » Fri May 25, 2012 8:21 pm

Regarding the magic fire, would it help if you looked at it this way: aethereal fire will not heat the spell caster's body, but it doesn't heat a target, which is why they get hurt. So once a target has been hit, it warms up. In the case of the wood, you hit the wood with your flames, and it causes the heat to burn. So, while your flames (which will never warm you as the caster) start the fire, the heat acting on the wood would ignite real fire in the process, which would warm you. That way you can explain why you can't heat yourself with it in your hands, but can still use it for starting a fire.
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Charlie Ramsden
 
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Post » Fri May 25, 2012 8:20 pm

Update on where I am right now with v1.6:

Completed the new-game experience this morning. The configuration has been moved over to the Survival Guide and works very nicely. You now get a quest when you start the game asking you to go to any inn in Skyrim and find a copy of the Survival Guide. This will start the mod in motion.

I have hand-placed a copy of the book in each inn and tavern in the game, usually in the room you stay in, but occasionally on the counter if it's a pub that doesn't rent rooms.

Started working on camping supplies this morning. Here's the direction I'm headed.

* Fire Kit Cost is going away. It is being replaced by a new option, Fast Travel Requirement, which stipulates that you must have a Woodcutter's Axe (or Poacher's Axe) in your inventory to Fast Travel. It is, of course, not consumed on travel. This should work much better and have far fewer bugs associated with it. It will also speed up code execution since I have about 6 fewer conditionals to check for.

(Personal opinion: A proper Fast Travel "cost" would more likely involve food, which is outside the scope of this mod)

* Fire Kits no longer require a steel ingot.

* Working on craftable torches (linen wrap + firewood)

* Adding a wood harvesting option. Still working out the details. Trying to implement it in such a way that you could do it even if you don't use my camping supplies. Most likely, it will be an option from a menu that will get pulled up when you equip a Woodcutter's Axe (don't worry; I won't edit the Woodcutter's Axe, for compatibility reasons). I think this will work out since you ordinarily never need to equip this item, even to chop firewood at a stump.

* Adding a "Manual Fire Kit Lighting" option as an optional feature. Fires will drop unlit and you must light them yourself, with a torch or spell if enabled.

* Basic Camping Supplies will be purchasable (and possibly craftable), and will be completely decoupled from the main functionality of the mod. It also now weighs 15lbs. Combined with the Woodcutter's Axe, that's an extra 25lbs. of weight.

* The total number of Fire Kits you can carry in your pack will be reduced (possibly to 5 or 6), due to the removal of Fire Kit Cost and easier access to firewood.

* The number of firewood required to build a Fire Kit has been increased from 2 to 3. Rekindling still requires 2 firewood.

Other changes:

* Changing the "hardcoe Options" menu to "Immersion Options", as I think that fits the spirit better. hardcoe Mode will keep its name.

* The "Uninstall" option has been changed to "Activate/Shutdown". You can now disable or re-enable the mod's Exposure scripts and effects in-game at any time. You can even shut down Frostfall and still use the mod's camping supply items.

Shutting down is still required when uninstalling.
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Zualett
 
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Post » Fri May 25, 2012 6:59 pm

:)
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Breanna Van Dijk
 
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Post » Fri May 25, 2012 12:58 pm

Oh, and of course, lots and lots of script optimization. Single update chains, avoiding multipler getters, moving away from globals in favor of properties, etc.
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Loane
 
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