[WIP] Frostfall

Post » Wed May 23, 2012 6:40 pm

Thanks for all of the encouragement so far everyone.

Also: Are you (yes you!) a Scaleform UI / Flash / Actionscript expert person? Because I'd like to talk to you. PM me.

EDIT: Updated the OP so you can track my progress.
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des lynam
 
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Post » Thu May 24, 2012 10:11 am

I think it's good that it doesn't affect NPCs and creatures. It could make the game too easy because of their often stupid AI, and it could make things annoying with companions for instance...
It would take some good AI work to make such things work properly...
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Rachell Katherine
 
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Post » Thu May 24, 2012 4:36 am

Updated the OP on tenative plans for campsite items, their aquisition, and their function. I would greatly appreciate some feedback on these, as I'm starting the scripting for them right now and would like to do it right the first time.

I've decided to use pelts to create tents only, to allow you to sleep outside in bad weather. Wearable pelts seem like a bag of hurt in terms of trying to find a mesh that looks good with any armor, doesn't clip, compatible with all races, etc.
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Miranda Taylor
 
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Post » Thu May 24, 2012 11:00 am

I like the idea of requiring a fire kit for fast travel. Elegant and simple. :)
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Big Homie
 
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Post » Wed May 23, 2012 6:28 pm

how big of a performance hit will all the scripts cause?
this sounds very interesting and good.
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Julie Ann
 
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Post » Thu May 24, 2012 4:55 am

how big of a performance hit will all the scripts cause?
this sounds very interesting and good.
Probably about < 0.1 fps
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Eduardo Rosas
 
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Post » Wed May 23, 2012 7:13 pm

Probably about < 0.1 fps

COOOOOOOL!
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Kelly Upshall
 
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Post » Thu May 24, 2012 11:05 am

That's actually the beautiful thing about the new scripting engine. It's sandboxed away from the performance (FPS) of the game itself. If anything, a bad script will bog down the scripting subsystem only (not something you want to do, but still).

That being said, the worst thing this mod has to do so far is walk through a 53-element array, which isn't that bad.
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Taylor Thompson
 
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Post » Wed May 23, 2012 6:47 pm

this wont require any 3rd party programs will it(script dragon,etc) and make sure that nexus has it on their sight as well as any others you want to publish it.
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Rachell Katherine
 
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Post » Thu May 24, 2012 6:48 am

this wont require any 3rd party programs will it(script dragon,etc) and make sure that nexus has it on their sight as well as any others you want to publish it.

I'd like to avoid external dependencies. The only thing I may not be able to do is prevent the player Waiting in exterior cells without some hackery, because there's no event for waiting. If that ends up being the case I won't implement disabling waiting.

It will be available on SkyrimNexus and Steam Workshop.
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tiffany Royal
 
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Post » Thu May 24, 2012 2:39 am

well from what i heard this sounds really good and ive been wanting a camp mod...so go get em and keep up the good work.
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Stacey Mason
 
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Post » Thu May 24, 2012 7:28 am

I'll be downloading this, and probably giving it a favourite recommendation if it comes out as I expect it to.

Out of interest, would it be possible to have the temperature fluctuate randomly within a set of perimeters within a region, with the temperature being displayed on the screen as a numerical value? I seem to recall FO:NV had a mod which added temperature as an on-screen statistic during hardcoe mode.

I'll be a very happy man when there's a NoM style mod I can couple this with for a genuine hardcoe mode experience.
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louise hamilton
 
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Post » Wed May 23, 2012 11:20 pm

Will the flame cloak spell, and indeed, taking fire damage, replenish EP? It'd make sense. Then again, if you're going down that road, taking frost damage should reduce them, too... might get out of hand.
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Jessica Colville
 
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Post » Wed May 23, 2012 8:38 pm

with the temperature being displayed on the screen as a numerical value?

Two parts to this:
  • As far as displaying a temperature goes, I've been asking myself this sort of thing for a day or so now. My feeling is that most would find a oCelcius readout immersion-breaking, since temperature measurement isn't really a thing in Tamriel. I'd be quicker to display descriptive things like "warm", "cool", "freezing". That being said, if this is something people want, I can make it an option.
  • As far as a permanent user-interface element, this is an area I have zero expertise. My plan was to provide helpful (non-spammy) text notifications in the upper-left corner when things change, as well as give you some method in the inventory screen to invoke a menu to tell you the current situation.

For number 2, I really, really need to talk to someone who knows Scaleform UI and can tell me if adding such a UI element would play nicely with people's SkyUI installation (which I personally use).

Will the flame cloak spell, and indeed, taking fire damage, replenish EP?

I'd like to compartmentalize combat mechanics away from survival mechanics. To wit; the flames in your hands with a Flame spell readied don't burn your hands, so neither should they keep you toasty warm. Same for damage, it won't affect EP loss or gain.

However, frost resistance does play in to your EP preservation. I did this because a) it makes sense, and B) it means Nords can stand the cold better than others automatically, and I don't have to edit their race. I was about to agree to Frost Shield giving you some sort of bonus, but I see now that there's no elemental resistance spells in Alteration, which is...buh? http://www.uesp.net/wiki/Morrowind:Frost_Shield, http://www.uesp.net/wiki/Oblivion:Frost_Shield.

Summary: aetherial magicks are all wiggidy-woogidy and won't mess up your vibe.
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Lawrence Armijo
 
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Post » Wed May 23, 2012 8:21 pm

ive come across a number of unlit bonfires and campfires would it be out of scope to allow a fire spell to restart these fires, seeing as how they do burn things they are cast at.


edit: great idea and very well laid out plan, I thank you for your work.
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OTTO
 
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Post » Wed May 23, 2012 7:29 pm

Made some headway on camp equipment. http://www.youtube.com/watch?v=KAkwAnjM9cI&feature=youtu.be

The Tent and Bedroll are pretty close to being done as well.

Ran into a hangup with water and detecting if the player is swimming. I found a work around, hopefully I can get that knocked out tomorrow.

:snoring: Sleep time...
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Dezzeh
 
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Post » Thu May 24, 2012 12:49 am

Very cool idea, Chesko. Looking forward to what you do with this.
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Crystal Birch
 
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Post » Wed May 23, 2012 11:21 pm

Can't wait for this!!!!!!
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Mrs. Patton
 
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Post » Thu May 24, 2012 4:10 am

Awesome! I'm the author of Rudimentary Hypothermia. I just finished porting most of it to Papyrus. I'll upload the new version shortly. You can have all the script code if you want. The new system uses ambient temps, environmental factors, and the player's core temperature. It should be easy to change those to EP. Also includes a camera shake in the latter stages of hypothermia which is linked to coretemp (a lower temp => stronger camera shake). Don't know if you're interested in that, but I thought I'd mention it.

I love the tent/fire idea.

The alcohol thing was never supposed to be a big issue. That's why I made it an optional ESP.
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Ana
 
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Post » Wed May 23, 2012 6:27 pm

That's very gracious of you, Nitor! I'll take a look!

Most of the scripting is done, but I would like to see how you handled detecting player swimming. So far, the only method I see available is using a combination of magic effects that use the IsSwimming conditional and an attached script that detects OnEffectStart and OnEffectFinish to set a "SwimState" global. I'm still working the kinks out of that.

Thanks for your work and your help. Let me know when the new version is available.
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alicia hillier
 
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Post » Thu May 24, 2012 12:04 am

I believe swimming was detected by checking for the swimming animation, but I'm sure Nitor can tell you.
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Ebony Lawson
 
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Post » Thu May 24, 2012 12:05 am

That's very gracious of you, Nitor! I'll take a look!

Most of the scripting is done, but I would like to see how you handled detecting player swimming. So far, the only method I see available is using a combination of magic effects that use the IsSwimming conditional and an attached script that detects OnEffectStart and OnEffectFinish to set a "SwimState" global. I'm still working the kinks out of that.

Thanks for your work and your help. Let me know when the new version is available.

I did it exactly like this, but IsSwimming isn't global. It's just adjusted using script member functions.
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Courtney Foren
 
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Post » Thu May 24, 2012 5:10 am

Love this idea. with regards the swimming I have always disliked that you can swim in heavy armounr and not sink to the bottom
not exactly in the remit of this mod but somethig I would like to see...
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teeny
 
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Post » Thu May 24, 2012 2:42 am

Just thought I'd give this a sneaky bump to say I'm still watching with interest. Will this be uploaded on the Steam Workshop when it's done?
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Horse gal smithe
 
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Post » Wed May 23, 2012 8:39 pm

Just thought I'd give this a sneaky bump to say I'm still watching with interest. Will this be uploaded on the Steam Workshop when it's done?

Workshop and Nexus.

Ran into a bug related to one of Bethesda's functions (http://www.creationkit.com/OnContainerChanged_-_ObjectReference) that really has me http://www.gamesas.com/topic/1349382-event-in-script-attached-to-misc-item-only-firing-once/. Going to look at similar mods in other games, and consult the star signs and scrying stones for an answer.
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Alex [AK]
 
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