[REL] Frostfall - Hypothermia, Camping, and Survival

Post » Fri May 25, 2012 7:50 pm

Great mod ! Is it compatible with Duke Patrick's Heavy weapons mod (which modifies stamina regeneration) ? Can you make a patch for it ?

Anything that affects stamina regeneration shouldn't be a problem. I have not specifically tested it. The Nexus page wasn't very forthcoming with information.

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

I have decided to default everyone to an Exposure rate as if their timescale was 20 regardless of what you actually have it set to, and you can adjust it through the menu system to your tastes. This will be in version 1.4.

Version 1.3 is up on Skyrim Nexus, but I had issues uploading the latest version to the Workshop last night and early this morning. Hopefully that issue is resolved by tonight when I try to push 1.4.
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Jonathan Windmon
 
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Post » Fri May 25, 2012 4:44 pm

Here's a preview of the new configuration and interactive help system.

http://i.imgur.com/I4cfg.jpg
http://i.imgur.com/sQsNm.jpg
http://i.imgur.com/ehjGR.jpg
http://i.imgur.com/bm5t5.jpg
http://i.imgur.com/7NAhD.jpg
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Quick Draw
 
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Post » Fri May 25, 2012 9:59 am

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

My dial-up not allow me to watch videos but as it scripted then it is good.

If it was actually a 'drowning' death then you prolly would had a problem with Argonians.

My 2nd question is does this stuff happen to NPCs too?
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Julie Serebrekoff
 
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Post » Sat May 26, 2012 1:23 am

I answered this question at the top of this page.
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Zosia Cetnar
 
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Post » Fri May 25, 2012 1:32 pm

Anything that affects stamina regeneration shouldn't be a problem. I have not specifically tested it. The Nexus page wasn't very forthcoming with information.
Just fyi, Duke Patrick uploads his mods to TESalliance and then another member (with his permission) mirrors them to Nexus. You'll probably find more useful information on his http://tesalliance.org/forums/index.php?/files/file/1139-duke-patricks-heavy-weapons-combat/.
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lucile
 
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Post » Fri May 25, 2012 4:25 pm

I am very honored to be featured on Skyrim Mod Series #23 along side Imp's More Complex Needs!

http://www.youtube.com/watch?v=31-QE_TLAIA&feature=player_embedded

(bless his heart, he makes a good effort pronouncing "exposure" correctly...)

Thanks for the link wiz0. There's a lot more going on in Duke Patrick than I realized. @_@
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Mark Churchman
 
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Post » Fri May 25, 2012 9:46 pm

Amazing work with this mod Chesko! I wouldn't play without it! :)

I don't really know, but I think I've run into some kind of bug. I got into some icy water to get into an underwater cave, I had totally forgotten about the dangers of cold water, but went through with the dive anyway and ended up in the cave. I got all these scary messages about how I was more or less dying from the cold, but when I put on my ring it said I had something like 110/100 EP. I never died, and my EP never really dropped low at all. Perhaps it's got something to do with me entering another area or something, I don't know.

I also feel like my EP is always above 100. It rarely drops below 100. Perhaps I'm just good at keeping warm. I'm also playing as a Nord, so I guess that could be playing a part in this.

Anyway, thanks for a great mod, I'm looking forward to future updates, keep up the good work!
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Rachie Stout
 
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Post » Fri May 25, 2012 1:25 pm

its amazing! top notch - hats off! thanks for your efforts its made be want to play skyrim every evening again, i find it really immersive and fun to boot! :D

edit ps - glad your still considering the racials! would you like me to repost them or have u already taken that into consideration?! :)
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Danny Warner
 
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Post » Sat May 26, 2012 12:55 am

moberg: are you playing on a modified timescale? That might do it. The next update will fix that. Right now there is not much association between EP and cold water effects. That will change in the future.

Knock-knock: I'll look at racials for 1.5. I've still got your suggestions saved. :)
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Vivien
 
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Post » Sat May 26, 2012 12:45 am

I tried this mod and is great so far. I thought it will be intrusive with nagging of cold exposure messages but it is not, thank god. Btw, I don't know if somebody has mentioned this before but it would be a nice immersive touch if somehow when you're near a fire one could automatically put your hands near the fire like the npc's do. I don't know if activating that animation for your character is too complicated to do.
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Isaiah Burdeau
 
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Post » Fri May 25, 2012 10:33 pm

Hi, I was wondering if this is compatible with Total Realism - Basic Needs.

I still haven't tried TR-BN so I am unaware of everything it changes, but I do know it alters some food and water sources acting as a replenishment.
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Naazhe Perezz
 
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Post » Fri May 25, 2012 8:08 pm

Hi, I was wondering if this is compatible with Total Realism - Basic Needs.

I still haven't tried TR-BN so I am unaware of everything it changes, but I do know it alters some food and water sources acting as a replenishment.
So far so good.
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Causon-Chambers
 
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Post » Fri May 25, 2012 10:23 am

Unfortunately, I have been forced to uninstall this mod, not due to anything I don't like about it, but because after updating, the mod is no longer functional (thanks to the issue with scripts sticking to saves and being impossible to remove).

Simply put, after updating, the EP calculations for this mod stopped, and I became permanently stuck at an EP value of 118/100. If you tweaked that particular script, then that would mean this occurred because the game attempted to re-initialize the new script with the old variables and properties, causing enough chaos that the script was shut down.

It might be worth it to mention in the OP that updating the mod to a save where the mod was already installed is not recommended due to the aforementioned problems with scripts being permanently registered into the save. If you wish to update, you must either A: go back to a save from before you installed the mod, or B: start a new game.

And yes, you have every right to be teed off about this. I know I am, I never wanted to uninstall this at all.
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Victor Oropeza
 
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Post » Fri May 25, 2012 1:08 pm

Unfortunately, I have been forced to uninstall this mod, not due to anything I don't like about it, but because after updating, the mod is no longer functional (thanks to the issue with scripts sticking to saves and being impossible to remove).

Simply put, after updating, the EP calculations for this mod stopped, and I became permanently stuck at an EP value of 118/100. If you tweaked that particular script, then that would mean this occurred because the game attempted to re-initialize the new script with the old variables and properties, causing enough chaos that the script was shut down.

It might be worth it to mention in the OP that updating the mod to a save where the mod was already installed is not recommended due to the aforementioned problems with scripts being permanently registered into the save. If you wish to update, you must either A: go back to a save from before you installed the mod, or B: start a new game.

And yes, you have every right to be teed off about this. I know I am, I never wanted to uninstall this at all.
Are EP points listed in the menus somewhere? I've tried looking for some stats, but I couldn't find anything related to the mod (the mod does work, though).
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Marie Maillos
 
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Post » Fri May 25, 2012 10:19 pm

Are EP points listed in the menus somewhere? I've tried looking for some stats, but I couldn't find anything related to the mod (the mod does work, though).

You get a report on them by equipping the Weathersense Ring.

And I knew something was very wrong when my EP count did not change one bit after half an hour was spent outside. Again, not the fault of the mod, but rather the fault of the terribad system the game is using to store scripts at this point.
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Dale Johnson
 
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Post » Fri May 25, 2012 6:39 pm

Are EP points listed in the menus somewhere? I've tried looking for some stats, but I couldn't find anything related to the mod (the mod does work, though).

EP are displayed when you equip the weatherstone ring.
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Damned_Queen
 
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Post » Fri May 25, 2012 7:54 pm

You get a report on them by equipping the Weathersense Ring.

And I knew something was very wrong when my EP count did not change one bit after half an hour was spent outside. Again, not the fault of the mod, but rather the fault of the terribad system the game is using to store scripts at this point.
That's too bad about even deactivating the mod still leaving some issues behind. Did it mess with your other stats such as Active Effects? Perhaps you can use the console code to temporarily even out your effects by making a temporary stat change. You could always wait for an update of the mod. I'm glad my game isn't updated, I'm gettin' a good feel for the mod. I'll need to check out some more of it by using the Weathersense Ring.
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cosmo valerga
 
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Post » Fri May 25, 2012 2:17 pm

That's too bad about even deactivating the mod still leaving some issues behind. Did it mess with your other stats such as Active Effects? Perhaps you can use the console code to temporarily even out your effects by making a temporary stat change. You could always wait for an update of the mod. I'm glad my game isn't updated, I'm gettin' a good feel for the mod. I'll need to check out some more of it by using the Weathersense Ring.

No, you missed it: this was caused by updating the mod.

Simply, the game tried to reinitialize the new scripts with the data saved for the old scripts because once a script is in your save, it is there, as is, for good. Any changes you make, the game will act like you didn't make them and try to use the old script's data instead of the new data.

Which, in turn, breaks the script.

And clean-saving is out, because the game NEVER cleans scripts out of your save. As said, once a script is in, it is in for good.

EDIT: Actually, since my latest save made pre-installation is not too far back, I'm going to roll back and take it from there. That should get things working again.
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..xX Vin Xx..
 
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Post » Sat May 26, 2012 12:07 am

I eagerly anticipate Vampirism support for us night walkers :)
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Cool Man Sam
 
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Post » Fri May 25, 2012 10:52 pm

Okay, I've rolled back, installed the latest, and now all is well.
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Becky Cox
 
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Post » Sat May 26, 2012 2:11 am

Okay, I've rolled back, installed the latest, and now all is well.
This doesn't truly solve the problem though since on next update, the problem will arise again.

Edit: I am not currently playing Skyrim so I cannot personally attest to this. The above was just stated based on information from Thomas Kaira's previous few posts.
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Jeremy Kenney
 
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Post » Fri May 25, 2012 2:31 pm

This doesn't truly solve the problem though since on next update, the problem will arise again.

Edit: I am not currently playing Skyrim so I cannot personally attest to this. The above was just stated based on information from Thomas Kaira's previous few posts.

I know it doesn't. And you really cannot be sure what will happen when the above occurs (my EP getting stuck is just one of possibly many outcomes). It all comes down to the fact that when script versions differ between the information in the PEX file and the information in your gamesave, the game will prioritize the information in your save above the stuff in the PEX file. This means old variables/properties you might have changed or removed will be re-initialized and the game will treat your revised script as if it were using those old values.

Essentially, the method the game is using to read and store scripts in your game is borked (there's a fairly informative thread in the Creation Kit forum documenting how the issue was noticed and various ways scripters could use to work around the problem). Until Bethesda changes this or our toolsets come up with a way to remove old, unwanted scripts from the saves, updating any script-centric mod is very risky.
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anna ley
 
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Post » Fri May 25, 2012 11:05 am

I just updated from 1.3 to 1.4 and been playing for an hour, so far I didn't experience my EP to be stucked and the other issues are gone..
I think it's working perfectly now
Thanks for the Update.. :biggrin:
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GPMG
 
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Post » Fri May 25, 2012 8:14 pm

I just updated from 1.3 to 1.4 and been playing for an hour, so far I didn't experience my EP to be stucked and the other issues are gone..
I think it's working perfectly now
Thanks for the Update.. :biggrin:

Good to hear. I'll try again tomorrow. :)
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K J S
 
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Post » Fri May 25, 2012 4:45 pm

Update v1.4:

This is a huge update - please read these patch notes!

Features:
- A brand-new configuration system is available by selecting Setup from the Basic Camping Supplies. You can now turn Fast Travel Cost, Frigid Water Lethality, and Tent Durability on/off, as well as adjust your rate of Exposure.
- A brand-new interactive Help System can be reached from within Camping Supplies -> Setup -> Advanced Setup. It contains a large swath of information about playing with Frostfall and how it works, from inside the game.
- A new one-time splash screen will be displayed asking if it is OK for Fast Travel to cost Fire Kits and Firewood. You can disable this option directly from the splash screen without ever having to even open the new configuration menu.
- a new Prepare for Uninstall option from within Setup -> Advanced Setup to shut down all features of Frostfall, remove all negative status effects from your character, and re-enable Fast Travel so you can uninstall Frostfall without any concern.
- Cooking Pots can now be crafted. They are made from a Cast Iron Pot and a Wooden Ladle. They can be used while near a campfire built with a Fire Kit. Destroy the campfire to pick the Cooking Pot back up.

Many bug fixes:
- Fire Kit consumption when Fast Traveling vastly, vastly improved. Fire Kits are now no longer consumed when traveling via carriage, or transitioning between worldspaces (Bloated Man's Grotto, Blackreach, Windhelm, etc). Report to me if you still see something strange, but I am confident enough in this fix to mark the issue as "resolved".
- Changed the way I detect heat sources. It should now be much more accurate. Giant Campfires and fires in High Hrothgar now emit heat. Let me know if you still see any fires that don't emit heat and I can quickly implement a fix.

Changes:
- Tents and Bedrolls have been condensed into the same item. To compensate, they now have 10 uses instead of 5. The crafting requirement is still 5 pelts.
- The Exposure Rate for all players is now the same by default, no matter what your timescale is. It can be configured in the Setup menu.

KNOWN ISSUES:
- Sometimes, areas in the north and on top of High Hrothgar that should be cold are detected as warm.
- Water is sometimes not cold even though it should be.
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Natalie Taylor
 
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