[REL] Frostfall - Hypothermia, Camping, and Survival

Post » Fri May 25, 2012 3:43 pm

Sounds like you really gave this a lot of thought before releasing the next version. Best update ever?

Not liking the 15 lb. (25 lb.) backpack, but it is more realistic :lol:

Lots of immerse changes and for the better. You're making this as freeflow as can be.

Question: do the applied changes also affect iterations of the Woodcutting Axe such as the Poacher's Woodcutting Axe? I have that in my inventory now as I just found one recently.
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Cat
 
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Post » Fri May 25, 2012 10:44 pm

Thanks for pointing out the Poacher's Axe. Looks like that one and the vanilla Woodcutter's Axe are the only two you can chop wood with. I didn't realize there was more than one. I'll make sure it's supported!
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Eoh
 
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Post » Fri May 25, 2012 12:54 pm

:)
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Ownie Zuliana
 
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Post » Fri May 25, 2012 10:09 am

If I'm reading your last update on 1.6 progress correctly, you'll be removing the camping items (as a requirement) and adding in a means to obtain wood from the landscape. Will it be similar to LtMattMoo's camping mod which allows me to harvest wood from trees? There was a bit of duplication between the Frostfall and some of the camping mods (tent, cooking, camfire, etc.) So making the use of some of these things as optional in Frostfall seems like a good thing to me.

A question I have with the current 1.5 version.. I seem to be getting lots of msgs from the ring. In particular, I was in the big dwemer area under Markath and the ring was changing colors even though the EP number stayed the same. (At least that's what I recall from last night) Is this working as intended? I thought the ring color indicated the ambient temperature and was thinking that interior locations had the same ambient temp basically.

-Thom
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ShOrty
 
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Post » Fri May 25, 2012 7:05 pm

This is looking completely awesome. I love this mod, and the new update will make it even better!
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~Amy~
 
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Post » Fri May 25, 2012 9:56 pm

This is looking completely awesome. I love this mod, and the new update will make it even better!
Yeah, today would be nice :laugh:
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Juanita Hernandez
 
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Post » Fri May 25, 2012 4:44 pm

Quick question and maybe this has already been addressed, if so, my apologies. My character turned into a werewolf yesterday via the faction quest (trying to remain non-spoilery) and, as it was at night, froze to death pretty quickly when she was teleported outside. Is it possible to reduce the effect or turn it off completely on werewolves? They should do alright out there with all that fur :).
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jasminε
 
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Post » Fri May 25, 2012 4:25 pm

Quick question and maybe this has already been addressed, if so, my apologies. My character turned into a werewolf yesterday via the faction quest (trying to remain non-spoilery) and, as it was at night, froze to death pretty quickly when she was teleported outside. Is it possible to reduce the effect or turn it off completely on werewolves? They should do alright out there with all that fur :smile:.
You mean after she turned back into a human? That sounds plausible, I think there was a reduction in EP loss for werewolves in beast form, but once human again (and without all their items) they'll freeze pretty quickly under the "naked=death" rule. Perhaps an effect nullifying EP loss should be added for say 5 mins after turning human again, so that werewolves have a chance to get back indoors!
Does the loss of items only happen in the quest, or every time they use beast form? (I never used it that much) because if it's just the quest the effect could be scripted into there specifically, rather than all instances of lycanthropy.
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Casey
 
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Post » Sat May 26, 2012 1:20 am

You mean after she turned back into a human? That sounds plausible, I think there was a reduction in EP loss for werewolves in beast form, but once human again (and without all their items) they'll freeze pretty quickly under the "naked=death" rule. Perhaps an effect nullifying EP loss should be added for say 5 mins after turning human again, so that werewolves have a chance to get back indoors!
Does the loss of items only happen in the quest, or every time they use beast form? (I never used it that much) because if it's just the quest the effect could be scripted into there specifically, rather than all instances of lycanthropy.

Nope, it was actually while I was a werewolf and running around at night. The loss of items happens every time you use Beast Form (all your armor is unequipped).
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Lillian Cawfield
 
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Post » Fri May 25, 2012 6:15 pm

This is such a cool mod! Thanks for taking the time to make it. I appreciate all of your efforts!
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leni
 
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Post » Sat May 26, 2012 12:59 am

Nope, it was actually while I was a werewolf and running around at night. The loss of items happens every time you use Beast Form (all your armor is unequipped).
Huh, I thought Chesko had put in a modifier for werewolves, perhaps not yet. Or maybe he did, then changed the nakedness multiplier and it became unbalanced again.
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Nadia Nad
 
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Post » Fri May 25, 2012 5:23 pm

http://www.youtube.com/watch?v=uLbd1RNdSNQ&context=C4a193b1ADvjVQa1PpcFNstGVvxbRfjigkf-eIDZz5kEjPnv_ty98= (youtube link)

Some of the add-remove messages need to be cleaned up. The amount you harvest will also be random; probably in the range of 5 to 10. An option will also be provided to skip the cutscene if it's not your thing.

I am aware of the werewolf issue, and it's as evilgiraffe suggests; I added a modifier for werewolves, and I also simultaneously made the penalty for being naked much harsher, and didn't take into account that you might be a werewolf. It will be fixed in v1.6.
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rolanda h
 
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Post » Fri May 25, 2012 5:38 pm

Would it be possible to have the mod start out paused (the way IMCN does)? I tried to use the shipwrecked option from Live Another Life and wasn't able to escape the ship. I know I can just activate the mod after I get on shore, but between multiple characters and issues with Wrye Bash right now, it would be nice if it were in the mod by default. :)
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JeSsy ArEllano
 
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Post » Fri May 25, 2012 7:14 pm

Would it be possible to have the mod start out paused (the way IMCN does)? I tried to use the shipwrecked option from Live Another Life and wasn't able to escape the ship. I know I can just activate the mod after I get on shore, but between multiple characters and issues with Wrye Bash right now, it would be nice if it were in the mod by default. :smile:

Yeah, this would be a nice feature.
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Emilie Joseph
 
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Post » Fri May 25, 2012 10:16 pm

http://www.youtube.com/watch?v=uLbd1RNdSNQ&context=C4a193b1ADvjVQa1PpcFNstGVvxbRfjigkf-eIDZz5kEjPnv_ty98= (youtube link)

Some of the add-remove messages need to be cleaned up. The amount you harvest will also be random; probably in the range of 5 to 10. An option will also be provided to skip the cutscene if it's not your thing.
I'm not going to say it doesn't add immersion, because it does. The gathering and dropping the wood seems very role-playish, just the way it should be :yes:

My only gripe is it makes it feel like the axe is just a pointless item in your inventory that you don't get to see. This does offer a lot of room for compatibility, though, as other mods that are compatible with Frostfall edit certain things, so I understand. I know you're working hard and I love the fact that you're even considering more in the first place.

A question: Camping by LtMattmoo allows the player to harvest firewood by activating trees. If someone were to edit trees the same way (if allowed) to harvest wood by equipping an axe and hitting the tree (the same way the pickaxe in the game is allowed to be swung at a mine to gather ore instead of activating the mine), would it be possible and even compatible? Is using the same script for mines eligible?

I know it should be the least of your concern, because I figured this would have been done already since there are quite a few popular camping mods out there.
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R.I.P
 
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Post » Fri May 25, 2012 12:49 pm

I tried to use the shipwrecked option from Live Another Life and wasn't able to escape the ship.
I did that too, and actually found it to be a lot of fun. After freezing to death a few times, I was able to make it to shore by swimming an indirect route with stops on whatever floating ice I could find. That campfire on the shore was a welcome sight :smile:
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Danel
 
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Post » Fri May 25, 2012 8:38 pm

I did that too, and actually found it to be a lot of fun. After freezing to death a few times, I was able to make it to shore by swimming an indirect route with stops on whatever floating ice I could find. That campfire on the shore was a welcome sight :smile:

That does actually sound fun. I tried doing it, but kept trying to go the direct route and getting rage :P I'll have to try again and do your technique.
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Queen of Spades
 
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Post » Fri May 25, 2012 7:06 pm

I'd like to make a request. Could you make the college of Winterhold warmer? The rational there is that the focus wells should be providing heat or weather protection for the campus. It seems unrealistic for my mage character to constantly run to the town inn or build a fire within the college to warm up. Thanks for your consideration and thanks for a great mod.
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Angel Torres
 
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Post » Sat May 26, 2012 1:21 am

I'd like to make a request. Could you make the college of Winterhold warmer? The rational there is that the focus wells should be providing heat or weather protection for the campus. It seems unrealistic for my mage character to constantly run to the town inn or build a fire within the college to warm up. Thanks for your consideration and thanks for a great mod.

As far as I know, interiors are always "warm."
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SiLa
 
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Post » Fri May 25, 2012 9:08 pm

As far as I know, interiors are always "warm."
Nah, really? C'mon, tell me the truth.




I'd like to make a request. Could you make the college of Winterhold warmer? The rational there is that the focus wells should be providing heat or weather protection for the campus. It seems unrealistic for my mage character to constantly run to the town inn or build a fire within the college to warm up. Thanks for your consideration and thanks for a great mod.
I haven't noticed this really, but 'tis a good idea. They should act like fire spots.
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Hilm Music
 
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Post » Sat May 26, 2012 12:56 am

Interiors are "warm" in the sense that EP do not go down when inside, the problem with winterhold is they don't have fires to actually warm you up. So yes, I think the larger magic fires should give off heat.
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Louise Dennis
 
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Post » Fri May 25, 2012 5:37 pm

Interiors are "warm" in the sense that EP do not go down when inside, the problem with winterhold is they don't have fires to actually warm you up. So yes, I think the larger magic fires should give off heat.

They got lots of fires, only thing; there magical :biggrin:
On the bridge to the University the blue wells will heat you up. And in the University the big blue wells will do the same. The bright lights wont.
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Eddie Howe
 
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Post » Fri May 25, 2012 10:44 pm

I thought one of the things here we started off with was ethereal fire gives off no heat, and that's why no magic fire warming you up. Sooo, just add some fires to the college or something?
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Ben sutton
 
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Post » Fri May 25, 2012 3:03 pm

I thought one of the things here we started off with was ethereal fire gives off no heat, and that's why no magic fire warming you up. Sooo, just add some fires to the college or something?
Not the "cast" fires. But I get heated by the blue fires at the university. I guess since you are asking that you do not? As you say, it is pretty much ice-cold at the university so there is need of heat, and I found my source.

Hope it will work out for ya.
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Benito Martinez
 
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Post » Fri May 25, 2012 1:56 pm

@mimada, et al: The ethereal blue fires at the College of Winterhold do give off heat. This was simply a concession I made to ensure early-game mages don't freeze to death. I believe I made this change back in v1.3 or 1.4, so if this isn't happening for you, you have an old version.

born2bkilled over at Skyrim Nexus was successful with NifScope where I failed miserably, and put together http://i.imgur.com/NCcaD.jpg for the basic camping supplies. Thanks man! (it even has a collision box, and can be dropped.)

I didn't have as much time this weekend as I had hoped. I'm going to try to get a beta out sometime this week. When I get a green light on the beta, I will roll in Internationalization support with my translation partners and release v1.6.

With regards to water: I am investigating a method to make exploring frigid water more palatable (without being a vampire). I'm leaning toward a potion. If I can't craft the potion via the regular means without editing alchemical supplies (and thus risk breaking compatibility), the crafting of such a potion will work similarly to crafting all other campsite items. Not my first choice, but possibly a necessary one.

With regards to alcohol: 1.6 will see the return of food effects, including alcohol. I haven't hammered down the exact details yet, but the general effect I want is for it to restore a significant amount of EP (say, 10 or 20, non-stacking), followed by a significant increase in EP loss. Short term boost, long-term problem. Might save your life, or if you judge poorly, might kill you. Whether or not it's worth it is your decision.

Cidna Mine problem (player does not get back required items): I will look into it. Hopefully, with the removal of the pack and the ring being quest items (and also not tethered to the core functionality of the mod any longer), this problem will solve itself. But I'll check anyway.

Werewolf "naked" issue: This will be fixed for v1.6.

What I'm working on now: Finished up a lot of the code for wood harvesting. You can harvest between 4 and 10 pieces of wood. Also built in failsafes to make sure the player's controls get re-enabled in case something goes wrong with the pathing (you decide to search for firewood while standing on the edge of a cliff, etc). You can also harvest firewood multiple times, and you will put the firewood into the same "Pile of Firewood" container each time, as long as you're within its vicinity.

Now working on code to age it out over time and make it disappear when you take all of the firewood from it.
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IM NOT EASY
 
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