[WIP] Frostfall

Post » Thu May 24, 2012 7:50 am

qwert,

In the strictest terms (will loading both mods at the same time make my game explode), yes, they are compatible with each other.

But in practice, no. His tents / bedrolls / everything do not have knowledge of my scripts, so many of the game functions that these items serve in my mod will not work. Example: with my mod, you cannot sleep outside with a bedroll in bad weather conditions. Using this camp mod's bedroll would circumvent that. If you care about the "intended use" of this mod, it might not be wise to run them simultaneously.

The two schools of thought here are, "I want campsite items because I like the idea in and of itself of building my own camp", and "I want campsite items because I want them to serve a role in some overarching gameplay system". His falls in the former, mine falls in the latter. Neither is wrong, just two different ways of approaching the same thing.

Anyone have feeling about question 1, above? If not, I'm going to be nuking that error. It got on my nerves before I even started working on this mod, and hopefully most will agree.
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Alina loves Alexandra
 
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Post » Thu May 24, 2012 9:20 am

What's the ETA of this wonderful mod?..
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Fluffer
 
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Post » Thu May 24, 2012 8:33 am

Tonight at the earliest, tomorrow night at the latest. Depends on how many problems I run into tonight :)
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TOYA toys
 
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Post » Wed May 23, 2012 11:34 pm

A few questions for anyone who wants to reply:
  • The mod adds a new miscellaneous item to your inventory as soon as you load it, "Pack of Camping Gear". This drives the menu system for dropping and crafting new campsite items. The problem is that every time you "use" it, you get the default message of "You cannot equip this item". I cannot prevent this message from occurring. What I can do, is delete this string from the Game Settings so that you will never see it again, for anything. My question is, would anyone miss this error message? To me, it should be pretty obvious that I can't equip edit: a steel ingot or a vase.
  • Jeezy creezy there are a lot of mods coming out with "Deadly" in the title. Had I known, I would have never named it this. Would anyone mind if I changed the name? Any name suggestions?

Thanks
I say remove the error message(i always hate these kinda messages its like the games rubbing it in your face that you clicked the wrong button lol, it should really say "oih stupid where the **** are you gunna wear that?! its a basket?! put it on your head to hide the shame of your own stupidity" lol sillyness over) or replace it with passive statment like "inspecting item" personnely id see no reason why anyone whos downloading mod for skyrim would miss such a message.
Also rename it if you want it would help single it out, its hardly an original name but 'extreme conditions' could suit your mod?!
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helliehexx
 
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Post » Thu May 24, 2012 7:19 am

Tonight at the earliest, tomorrow night at the latest. Depends on how many problems I run into tonight :smile:

Thanks for the fast reply.. I've been waiting for this since your first post.. :cool:
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benjamin corsini
 
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Post » Thu May 24, 2012 12:42 am

I agree, we don't need the message at all, but if you want to keep the change to a minimum, something neutral acknowledging that you used the item would be nice, so I don't sit there mashing buttons wondering why my new kettle hat isn't showing up... "Inspecting..." would be quite user friendly, while reminding you that it doesn't actually work.
And you should change the name. Don't go for "Realistic" or "Balanced" either. How about "The Harsh Reality Of Wearing Nothing, Where Even A Protected Old Nomad Shivers" because then you could call it THROWN WEAPONS and annoy people like me who are using the search function optimistically. (any better versions? :P )
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~Amy~
 
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Post » Thu May 24, 2012 10:09 am

Chesko -- I read your book manuscript and *loved* it. You've blended "real world" information into the "game world" gameplay without making the instructions read like a cook book.

Personally, I'm looking forward to your mod greatly. Ultimately, I'd like to find a set of mods that provide for greater immersion and a *reason* to either do something in the game world or use many of the wonderful things that flesh-out Skyrim (Inns, food, beds, etc.) To this end, I'm looking for a mod/mods that will require me to eat, drink, sleep, and stay warm in a manner that rewards the behavior more than punishes me for not doing it -- Carrot vs Stick. I favor not having to look at stats and am inclined towards cues such as visual/auditory effects along with the gameplay changes such as regen rates, decreased stats, etc.

I've read through the thread and am unsure about how your mod may or may not interact with other mods that require you to eat. For example, your mod rewards my drinking a nice hot soup by warming me up. A hunger, thirst, and sleep mod rewards me for eating and drinking. Any idea if eating another mod's food will "warm" me up and/or drinking your soup will satisfy my "hunger" ?

--Thom
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Annika Marziniak
 
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Post » Thu May 24, 2012 8:04 am

The Harsh Reality Of Wearing Nothing, Where Even A Protected Old Nomad Shivers" because then you could call it THROWN WEAPONS

This is amazing.

Any idea if eating another mod's food will "warm" me up and/or drinking your soup will satisfy my "hunger" ?

Glad you liked the book!

I'm still working on the finer details, but the short answer is maybe. It depends on how the hunger-thirst-sleep mod tracks food. If the mod "touches" every food and adds a new script to them, then they will be incompatible.

That being said, I'll look out for the major HTS mods and try to build compatibility patches for them. It's only 7 items, so unless it goes and adds a slew of new soups and stews, it shouldn't be that hard to create or maintain.

I've been rolling new names around in my head and I keep coming back to Frostfall, like the Tamrielic month. Hey, it's a WIP thread; the name can be WIP too :)
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Nicole Coucopoulos
 
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Post » Thu May 24, 2012 8:00 am

Ooooh, Frostfall. I like it. I hope you include mammoth stew.
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Charlie Ramsden
 
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Post » Thu May 24, 2012 8:19 am

Hmm...
Is there any way I may participate in this beta?
Skyrim is a cool game, but not complex enough, this mod looks like it adds a nice, complex hypothermia system to complement imp's more complex needs!

I suggest you make water temperatures do one or more of these things:
1. Argonians are less effected by water temperature.
2. Because they are hairless, water doesn't soak them if they're not wearing anything and thus water-based temperatures fade MUCH faster.
3. Khajjit have a slight protection from water temperatures, but their fur makes them soaked for longer!
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jessica breen
 
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Post » Wed May 23, 2012 10:47 pm

I like that idea. But since you mention fur extending the water temperatures effects, I think the opposite should happen to the argonians. While the scaly skin may protect the Argonians from the initial water temp, I think that prolonged stay in the water would have a heavier affect on them (the cold water would eventually disagree with their cold-bloodednes...), but once out of the water the effect goes away quicker (water would just slide off the mucus covering the scales).

Then again, that is all probably too complicated to implement. I'm fine just thinking out loud here because I don't want the author to be burdened down with my ideas when he already has fantastic ideas himself :D
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Multi Multi
 
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Post » Thu May 24, 2012 10:51 am

These are good ideas.

Usually implementation isn't the issue. It's usually more of "is it consistent? Is it balanced? Is it easy to understand? Does it meet expectations?"

If you start making a bunch of exceptions for races, sixes, body type, things start to get confusing for the player. But "Argonians not being affected by getting wet" makes a lot of sense to me. Sounds like I need to do some research on the effects of water temperature on lizards. To google!

Probably won't be in 1.0, but I'll look at it for 1.next.

Shadowscales: Invite sent.
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Dalia
 
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Post » Thu May 24, 2012 1:30 am

Name changed. Thanks, mods!

Here's some screenshots from the latest beta.

http://i.imgur.com/Cemzp.jpg
http://i.imgur.com/moynO.jpg
http://i.imgur.com/39x2v.jpg
http://i.imgur.com/JUSQf.jpg
http://i.imgur.com/ElI7H.jpg
http://i.imgur.com/EF06J.jpg
http://i.imgur.com/Q5nxH.jpg
http://i.imgur.com/kx153.jpg

Doing everything I can to get a release-ready version ready by today.
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Lily
 
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Post » Thu May 24, 2012 2:59 am

waiting....... :whistling:
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Soraya Davy
 
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Post » Wed May 23, 2012 11:12 pm

waiting....... :whistling:
:snoring: maybe tomorrow... hope everything is going well
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Benjamin Holz
 
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Post » Thu May 24, 2012 2:15 am

I was inspired by above posts ive come up with some quick ideas to share out across all the races so as to balence nords frost resist and add flavour to some of the other races natural abilitys, so here they are...

-racial ability ideas for frostfall mod:

nords- frost resist(as is)
dunmer- fire affinity(more efficiant use of fire/heat for warmth/ep recovery)
argonian- water born(reduced water chill)
kahjiit- fur coat(reduced wind chill)
bosmer- survivalist('greater power' summon fire kit)
altmer- mind over matter('greater power' resist exsposor for x time)
orc- strong blood(reduced hp loss from cold)
breton- enduring will(reduced magica loss from cold)
redguard- conditioned(reduced stamina loss from cold)
imperial- resolve(reduced skill loss from cold)

obviously its your mod and you may want non of this but it was just an idea to give every race something to mix in with ep.
im no modder so some of these may not be possible.
hope its of some use, your mods looking awesome keep up the good work!
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Laura-Jayne Lee
 
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Post » Wed May 23, 2012 7:31 pm

Some issues came up during testing. I should have them knocked out tomorrow. (famous last words)

The good news is that I've reached the point of feature-completeness. It's tweaking and bugfixing now.

What happens when the player rests needs to be tweaked, and how water effects are handled needs a little work.

http://www.youtube.com/watch?v=hnO0mY7RS-E&feature=youtu.be. Should give you an idea of about how long you've got if you fall in!

Thanks for your patience.
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Kayla Bee
 
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Post » Thu May 24, 2012 4:01 am

First i thought that dying comes way too soon in cold water when i saw that vid... then i thought about skyrims time-scale and it felt more right ;)
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Nick Swan
 
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Post » Wed May 23, 2012 10:50 pm

Maybe I have not seen it, but do you use status bars or other information system for the player to see how far he is from dying?
I ask for special situations - sometimes you have to do things like diving in cold water, just because you have to solve a riddle or search for something. So I am interested in getting a warning.
Further question: does this happen in all water areas? I have read an interesting idea with an Atlantis - like Background. I want to know if I am able to play such a Mod, when I use your Mod - or is it nearly impossible because of the Hypothermia?
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Chelsea Head
 
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Post » Thu May 24, 2012 1:32 am

Knock-Knock, those are brilliant!
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Elizabeth Davis
 
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Post » Thu May 24, 2012 5:44 am

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.
I dont know if this issue has already been solved, but how about a non removable "Temperature phial"!? (You'll definately need a better name for that! :-) )

By placing and removing this item to the players inventory, dependent on the temperature, you'll be able to take a look at some kind of thermometer every time you like!

You could scale it like your hypothermia states:

Warm (Item description: "The phial is all warm!")
The liquid inside the phial has a slightly transparent golden color and is glowing.

Comfortable (Item description: "The phial has a suitable temperature!")
Transparent golden color, without the glowing effect.

Cold (Item description: "The phial is cold!")
The liquid has turned completely transparent.

Freezing (Item description: "The phial is freezing cold!")
The liquid turns to a cold transparent blue.

Freezing to death - Death: (Item description: "The phial is frozen!")
The liquid still has its transparent blue look, but with an added frost effect and some frost can be seen on the phial.

What do you think!?
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josh evans
 
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Post » Thu May 24, 2012 10:56 am

Maybe I have not seen it, but do you use status bars or other information system for the player to see how far he is from dying?
This was the exact issue that came up in testing. I am adding more user feedback in the form of user messages.

Further question: does this happen in all water areas?

No. See: http://www.gamesas.com/topic/1345999-wip-frostfall/page__view__findpost__p__20357206 As of right now, there are 4 "levels" of water. Cool (no harm), Cold (slight Stamina drain), Extremely Cold (large Stamina drain), and Frigid (what you saw in the video).

I was inspired by above posts ive come up with some quick ideas to share out across all the races

Good stuff here. For now I'm sticking to the KISS method. Possibly in the next release.

I dont know if this issue has already been solved, but how about a non removable "Temerature phial"!?
This was the other issue that came up in testing, heh. The player needs a way to be able to check a) His exact condition, :cool: the conditions of the surrounding area. Also, more user feedback messages.
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Nichola Haynes
 
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Post » Wed May 23, 2012 9:56 pm

Knock-Knock, those are brilliant!


Good stuff here. For now I'm sticking to the KISS method. Possibly in the next release.


thank you very kind words but all credit should go to the inspired work and long hours the modders put into coding there works, i only hope when i get more exsperienced(and better equipt) i can make some mods that they will want to download.
modding is about sharing and the best i can do for now is give out ideas. even if its not what your looking for i hope your inspired by the support you have from your fans here! keep up the good work chesko!
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Minako
 
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Post » Thu May 24, 2012 12:45 am

This looks like an excellent mod, nice video with making the campfire too. Just wanted to know if this would have an "intermediate difficulty" version or something where the values of EP loss are reduced? I'm not sure yet, but I think for my style of play some of the values might be a little harsh. I can't even imagine how short I would last going in the water around Winterhold at night (5 seconds?).
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Mark Churchman
 
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Post » Wed May 23, 2012 11:55 pm

Just wanted to know if this would have an "intermediate difficulty" version or something where the values of EP loss are reduced?

On my list for 1.next is configurable difficulty. I'll keep you posted.
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Claudia Cook
 
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