[REL] Frostfall - Hypothermia, Camping, and Survival

Post » Fri May 25, 2012 2:15 pm

Looks good but it seems to me tents shouldn't have limited uses.
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Alyna
 
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Post » Fri May 25, 2012 10:24 am

Does this also affect NPC's? As in, if an enemy NPC falls into the ocean in the North Coast, will it eventually kill him/her?
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Nadia Nad
 
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Post » Fri May 25, 2012 10:06 am

I'm impresssed! Can't wait to try it out, downloading now! Thank you sir!
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Rozlyn Robinson
 
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Post » Fri May 25, 2012 11:41 am

Yeah, a compatibility patch for Imp's mod would be awesome!
For the soup, yeah. That would be great. :)
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Dragonz Dancer
 
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Post » Fri May 25, 2012 7:32 pm

Sounds like a great mod. I hope the loss of EP from rain isn't too drastic like a snow blizzard for example(which is understandable). A tough, brute warrior can handle the rain better than a weakling character.
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Courtney Foren
 
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Post » Fri May 25, 2012 11:41 am

Version 1.1 uploaded!

You may get a "Objects not present in save" error when loading a previous save game. This is normal, and should not cause any problems. This was caused by taking out the food item edits.
  • Now compatible with ALL Food mods! (Imp's Complex Needs, etc)
  • Vegetable Soup, Beef Stew, Venison Stew, and Horker stew still provide +40% vs. Exposure.
  • Flamecloak spell now permits you to swim in freezing water; just make sure to get out before the spell runs out!
  • Also fixed some miscellaneous issues, noted above. Please upgrade!
Updated the description post with to-do items. Since a lot of people use it, I will do my best to support LtMattMoo's Camping, and allow you to toggle off my camping options. But if you don't have LtMattMoos, mine can always be turned back on. It'll never leave you. Racial bonuses are also high on my priority list, as well as more configuration options, so you can have some knobs to crank things up or down.

Thank you very much for the feedback everyone. This is a mod that has a lot of things going on in it, and sometimes it can be hard to find that "sweet spot" in terms of what everyone feels is right for their game. Core to that, I think, are some configuration options. I'll be working on these soon.


Does this also affect NPC's?

This mod does not affect NPCs. Making them behave more believably, I think, is more desirable than designing a bunch of survival mechanics for / around them. It's a hard problem to solve, and people are afraid of editing a ton of NPCs due to incompatibility concerns. I feel your pain.

Although this mod is great it has the same problem as mods that implement primary needs (hunger, thirst, sleep etc), it requires me to keep checking an inventory item all the time and I don't like it, it keeps taking me out the game and makes the feature a chore.
Don't worry, I don't leave you hanging. When your status changes, you will be notified. When you start freezing, your character will get a freezing effect, so you can see it. I'll also be adding some (non-invasive) image space effects to draw your attention. The ring is only there if you need to know exactly how much EP you have right now, as well as what the temperature is like right now. It's for control-freaks like me :smile: I updated the language of the OP to reflect this, as I can see now that it might have given the impression that the use of the item was required.
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Devin Sluis
 
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Post » Fri May 25, 2012 7:27 pm

Wow, this is really awesome. Just started using it, but I'm really impressed. Now I have to actually eat and sleep and stuff.
(Now someone just needs to make the weapons and armor wear out and need repairs...)
Especially love the in-game book content and the non-invasive messages.
Thanks and keep up the excellent work.
(Two small misspellings in the book: "boarders" should be "borders" and "tretcherously" should be "treacherously")
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Glu Glu
 
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Post » Fri May 25, 2012 1:02 pm

(Two small misspellings in the book: "boarders" should be "borders" and "tretcherously" should be "treacherously")

Thanks. Just fixed this for the next version.
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Beast Attire
 
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Post » Fri May 25, 2012 8:31 pm

Sounds like a great mod. I hope the loss of EP from rain isn't too drastic like a snow blizzard for example(which is understandable). A tough, brute warrior can handle the rain better than a weakling character.

Rain is actually more dangerous is a cold environment because it makes you wet. It gets life-threatening when the wind picks up. A full-blown blizzard is a different story. It would probably be more dangerous than a slight drizzle, but I just wanted to clarify.
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:)Colleenn
 
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Post » Fri May 25, 2012 11:54 pm

Rain is actually more dangerous is a cold environment because it makes you wet. It gets life-threatening when the wind picks up. A full-blown blizzard is a different story. It would probably be more dangerous than a slight drizzle, but I just wanted to clarify.

Ok thanks. Hey, aren't you the other modder who has that wonderful hypothermia mod?
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Emma Louise Adams
 
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Post » Fri May 25, 2012 10:59 am

Ok thanks. Hey, aren't you the other modder who has that wonderful hypothermia mod?

I'm glad you think it's wonderful. I don't want to hijack Chesko's thread. His mod is great. I like the deadly effects of cold water. I look forward to testing it more and learning from it.
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Suzy Santana
 
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Post » Fri May 25, 2012 2:46 pm

Nice work, I am enjoying this.

Unfortuantely there is still an issue with Imp's Needs. When you select a food item in them menu, it is consumed and it brings up the eating menu. Howerver the food is not actually eaten as far as IMCN is concerned until you select "Eat" in the menu. If the player selects "don't eat", the item is returned to their inventory.

This means that your script will detect an item as eaten and apply your effects even if the player cancels the eat action.
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Laura Richards
 
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Post » Fri May 25, 2012 3:32 pm

I may have a way around that. I'll see what I can do. Good catch.
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Joe Bonney
 
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Post » Fri May 25, 2012 4:40 pm

Thank you for the mod. As soon as it was clear TES5 was going to be in Skyrim, I started toying with survival and realism in the Ideas and Suggestions threads. It's a great way to add challenge to a game. Challenge outside constant fighting.
Familiar with the rogue-like The Unreal World? ( http://www.jmp.fi/~smaarane/urw.html )
Survival is the main thing here, you hardly encounter any hostile people or creatures but hunger, thirst and frost are with you all the time. Seems like he's still updating it, which is nice.
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Michelle Smith
 
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Post » Sat May 26, 2012 1:34 am

Update v1.2a:
I am happy to report that LtMattMoo's Camping is now fully compatible! His fires should now keep you toasty warm, and everything else works as well.

Since LMM's Camping is such an exemplary mod, my own offering felt a bit... primitive. So I have renamed "Camping Gear" to "Primitive Camp Supplies". It's there if you need it, or you don't happen to use LMM's Camping. This name change also reflects the direction I'd like my own camping efforts to go in; stuff you've scrounged up from the wilderness.

I have changed the Fast-Travel restriction to require either 1 Fire Kit, or 3 Firewood, to blend better with those that use LMM's Camping. Using a Fire Kit for fast-travel is still more weight economical (since 3 firewood is 15lbs.), but at least you have a choice in the matter.

The lighting incompatibility is also now gone. Use whatever lighting mods you like!
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Harinder Ghag
 
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Post » Fri May 25, 2012 11:38 pm

Updated the OP with Frequently Asked Questions. Read them, or perish. Thanks.
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Judy Lynch
 
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Post » Fri May 25, 2012 4:28 pm

Hmmm.. So you will get paralyzed from being under water then drown to death or die by some sort of spell effect?

If it is 'drown to death' then you may have a problem..
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D LOpez
 
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Post » Fri May 25, 2012 2:14 pm

Does your mod use standard timescale? Even when I'm standing naked in Windhelm my Exposure points decrease very slowly. I have my timescale set to 12 for Imp's mod.
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Yama Pi
 
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Post » Fri May 25, 2012 5:59 pm

one request would be to have the option to buy the camping gear, for the non crafty players out there
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Thomas LEON
 
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Post » Fri May 25, 2012 7:21 pm

Hmmm.. So you will get paralyzed from being under water then drown to death or die by some sort of spell effect?

Scripted event, yes. http://www.youtube.com/watch?v=hnO0mY7RS-E&context=C3a9b09fADOEgsToPDskJfU93jzZaWMIAC_ibI2k4r

Does your mod use standard timescale?

The timescale is factored in automatically. So yes, if your timescale is 12, it will take longer for things to get worse. Consequently, you will stay wet for longer. If I add a configuration option later, I may make this adjustable if you feel that the mod is being too soft on you :)

one request would be to have the option to buy the camping gear, for the non crafty players out there

Check out LtMattMoo's Camping for purchasable camping supplies. Since it is so well done, my focus going forward will be primitive camping, i.e., what can you scrounge up from the wilderness? Another option is Northern Ranger, but I am still investigating compatibility.
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bimsy
 
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Post » Fri May 25, 2012 6:45 pm

The timescale is factored in automatically. So yes, if your timescale is 12, it will take longer for things to get worse. Consequently, you will stay wet for longer. If I add a configuration option later, I may make this adjustable if you feel that the mod is being too soft on you :smile:
Does this play nice with mods that dynamically alter the timescale based on what you're doing, such as Imp's More Complex Needs?
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Alexandra Louise Taylor
 
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Post » Fri May 25, 2012 10:25 pm

One thing I'd like to suggest is that the fire that the firekits make gets extinguished at some point. I had a fire that lasted for days and I'd fast travel to other cities and come back later and be surprised that that fire I made was still sitting there...
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Katy Hogben
 
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Post » Fri May 25, 2012 6:10 pm

v1.3 is now up on Nexus. Steam Workshop hates me right now and won't let me publish. Here is a list of changes:

- Camping Kit of the Northern Ranger now fully compatible! (Requires CKotNR v1.3, which I'm told will be uploaded soon). A lot of people have requested this.

- The blue magical fires in and around the College of Winterhold will now act as heat sources. This should thaw some mage's toes.

- The "wet" shader effect is now much more subtle, not blue, and wet looking. Hopefully this is more to everyone's tastes. I will continue to tweak it.

- The sizzle effect from being freezing has been removed.

- Some optimizations to the way heat sources are detected.

Spiffy - Several aspects of my camping equipment need some work, and aging the fires out is one of them. I'll take a look.

Hopefully the Workshop will behave when I get back from the house in a few hours.
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Aliish Sheldonn
 
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Post » Fri May 25, 2012 11:58 pm

Great mod ! Is it compatible with Duke Patrick's Heavy weapons mod (which modifies stamina regeneration) ? Can you make a patch for it ?
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Dezzeh
 
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Post » Fri May 25, 2012 2:45 pm

Will there be configuration for us with slower timescale in the near future?
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Trista Jim
 
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