[Relz] Duke Patrick's Basic Hypothermia II

Post » Tue Dec 07, 2010 7:45 pm

Duke Patrick's Basic Hypothermia III also tested it with Lap's Inebriation mod and got nicely wasted in front of a roaring fire in the Wawnet Inn after taking a prolonged dip in Lake Rumare. That's where I noticed the difference in temperature indoors. Does drinking alcohol provide any sort of benefit? It really should, even if the effect is only apparent. (Making it potentially dangerous to get drunk and fall asleep in a snow bank.)
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Carys
 
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Post » Wed Dec 08, 2010 5:06 am

Rev 1.5
Many parts of the script was moved around, some unnecessary variables were removed and replace with more efficient code. So It is probably best to do a clean install of this rev, but it is not required. Several small bug fixes including the issue were your core heat % would drop relatively too fast once you stepped away from a fire.

Here we go:

http://www.invision.tesalliance.org/forums/index.php?/files/file/500-duke-patricks-basic-hypothermia-ii-rev-15/
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Siobhan Thompson
 
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Post » Tue Dec 07, 2010 9:06 pm

Rev 1.5.1
Out door to indoor Calculations tweaked so that indoors is generally warmer than before. Fire warm up was tweak to be a little more mild but a fire going indoors while the temp outside is warm is still going to be very hot. I may try to find a way for the player to kill the fire.


Here:

http://www.invision.tesalliance.org/forums/index.php?/files/file/500-duke-patricks-basic-hypothermia-ii-rev-151/
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jennie xhx
 
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Post » Wed Dec 08, 2010 2:28 am

I did everything right with this i found the serial entered it in the ini got the load order right but the file still won't work. NO matter if it's a new game or an old save file it gives a message "You died from hypothermia" as soon as it loads.
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Jennifer Rose
 
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Post » Wed Dec 08, 2010 10:16 am

Rev 2
Fixed die from hypothermia on boot up bug that a new mod user can get they never used this mod before.

PassWord is now: OpenSaysMe

Get is here:

http://www.invision.tesalliance.org/forums/index.php?/files/file/534-duke-patricks-basic-hypothermia-ii-rev-2/
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Eve Booker
 
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Post » Wed Dec 08, 2010 1:17 am

@ tulib202

Get and use REV 2

Do a clean install!

PassWord is now: OpenSaysMe
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Sanctum
 
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Post » Tue Dec 07, 2010 9:49 pm

That's great thx for the fast update on the problem
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Jade Payton
 
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Post » Tue Dec 07, 2010 9:20 pm

Thank you for the fix - just when I wanted to report the bug :) . I would like to ask for the following - would it be possible (without much of rewrites, that is) to give us an option to turn off the messages with core body heat/temperature/etc. and make the values (at least the temperature and bodyheat) accessible from http://www.tesnexus.com/downloads/file.php?id=22272? For me, using the graphic bars is much more immersive than the ocassional message popups. Of course, this may be too much of work for you and I would perfectly understand should you drop this idea.

Thank you once again.

P.S.: Or any user of this mod already knows a way how to use these two mods together?
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Manuela Ribeiro Pereira
 
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Post » Wed Dec 08, 2010 5:36 am

I have a suggestion.

Overall hypothermia works very well for me and brings allot to my gaming experience. While playing I run past flickering lamp posts and since the mod detects that it got a flame I get a temperature rise. This never was a problem until I started being in Better Cities IC; I am cooked alive, especially in the water district tunnel that got allot of lamps.

So onward to my suggestion:
1. Only make "flame" rise the temp when standing still.
2. If there are worries about surviving cold when only heated when standing still - make shelter & fire together be less cold.


About #2, maybe even when it's minus 90 a fire will still heat allot? Then #2 is not necessary, but would be nice anyway :)
If it is felt that only standing still and get the "flame" effect is not enough why not add running too, as to still get a heat effect when there is a big fire going on. Thus walking would only work to avoid the extra heat.
3. Or make running and walking make the "flame" less warming.

Also I almost forgot; Emmas companion mod Vilja always get a cloak and use it no matter the ini setting.

Cheers!

EDIT: If one is cold heating up is fairly easy, just get a fire going. But cooling down is hard. I am using LAME magick replacer since I am using Integration quest mod - and I bought the spell Snow ball that is using the magic effect of Frost damage. So it should work right? I just dont get any lowering of the temperature when casting that though. END
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Stay-C
 
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Post » Wed Dec 08, 2010 3:13 am

no... because that would interfere with Kyoma's thermometers to be added possibly someday.
Read about this in previous posts.


Thank you for the fix - just when I wanted to report the bug :) . I would like to ask for the following - would it be possible (without much of rewrites, that is) to give us an option to turn off the messages with core body heat/temperature/etc. and make the values (at least the temperature and bodyheat) accessible from http://www.tesnexus.com/downloads/file.php?id=22272? For me, using the graphic bars is much more immersive than the ocassional message popups. Of course, this may be too much of work for you and I would perfectly understand should you drop this idea.

Thank you once again.

P.S.: Or any user of this mod already knows a way how to use these two mods together?

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A Boy called Marilyn
 
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Post » Tue Dec 07, 2010 8:06 pm

3. Cooling down is easy as well, take a dip the the lake!

If a custom spell does not use the normal naming system for the sound effects there is nothing "easy" I can do. If the custom spell sound is not named IN THE CS (not the name of th wave file) :

SPLFrostTravelLP and SPLFrostHit

it will not be detected. However frost spells and fire spells cast at your feet do not do all that much anyway as they are very "fleeting" and the heat or frost dissipates quickly.

2. I will look at the script for this again, but as it is specific to that mod and not to all companions or other NPC it may not be an issue I can fix.

1, Great idea, I will try to do this.


So onward to my suggestion:
1. Only make "flame" rise the temp when standing still.

2. Also I almost forgot; Emmas companion mod Vilja always get a cloak and use it no matter the ini setting.

3. If one is cold heating up is fairly easy, just get a fire going. But cooling down is hard. I am using LAME magick replacer since I am using Integration quest mod - and I bought the spell Snow ball that is using the magic effect of Frost damage. So it should work right? I just dont get any lowering of the temperature when casting that though. END

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Rach B
 
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Post » Tue Dec 07, 2010 10:06 pm

You've released another gem, once again. I'd like to ask a few questions though.

1) You explicitly mention a Hydration mod in your ReadMe file. I usually play on a timescale of 1 (one), so it seemed like a reasonable idea to play it. Would it be possible to download it somewhere?

2) Also, my character frequently wears capes, not cloaks. Assuming the handler doesn't give it the same treatment, I figured that it should offer less protection than a cloak, but is still a viable option. Would you implement it?

Loving your mods as always. Before I despaired with my magicless Orc character, but your overhaul mods give that brute purpose! I also now would actually consider the consequences of swimming across an ocean during the winter, taking a shortcut dip through a fiery lake in an Oblivion plane, and spending hours killing wolves in the mountains with my bare hands. You've revolutionized Oblivion for me.

Also would like to add that Vector is nearing release. It will implement a whole new disease handler, guarenteed to make fever diseases pestilent and hard to get rid of. It adds 3 of them as of now. Just thought you'd like to hear this to check on your current handlers. The names of them are:

Disease: Brain Fever
Disease: Wizard Fever
Disease: Yellow Fever

The mod uses the tag Disease: within names to check for viable diseases to be handled amongst creatures, actors, player, and the environment. You can use the tags if you like, or let the player handle it themselves (recommended).
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Trevor Bostwick
 
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Post » Tue Dec 07, 2010 10:22 pm

3. Cooling down is easy as well, take a dip the the lake!

Yeah well, that hasn't cooled me very efficient, not like heating up does. So I went ahead and did a no no; I upped the wetwaterchill and evap slightly, now it plays better 'for me'. I am glad that you kept those values in the ini after all. And yeah, the sound; how could I have forgotten, will check and maybe change it so it will work. Thanks.
1, Great idea, I will try to do this.

Great! I was worried my fevered brain didn't think it through (horrible month, never been so ill over all).

Cheers!
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Sxc-Mary
 
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Post » Wed Dec 08, 2010 10:59 am

Let me know what setting your use for the wetwaterchill and maybe I will make that the default.

But I think you misunderstood (I was not clear) it is not the dip in the water that cools you off it is the evaporation of the water off your body after you get out of th water that rapidly cools you off.


Yeah well, that hasn't cooled me very efficient, not like heating up does. So I went ahead and did a no no; I upped the wetwaterchill and evap slightly, now it plays better 'for me'. I am glad that you kept those values in the ini after all.
Great! I was worried my fevered brain didn't think it through (horrible month, never been so ill over all).

Cheers!

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Chris Cross Cabaret Man
 
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Post » Wed Dec 08, 2010 8:19 am

-snip- Double Post.
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Umpyre Records
 
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Post » Wed Dec 08, 2010 4:26 am

-snip- fixed it myself.
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Brandon Wilson
 
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Post » Wed Dec 08, 2010 5:05 am

Hydration mod is not available at this time. All my mods that are available are on TesNexus or Tes Alliance. All my new mods will be on Tes Alliance.

Capes do not give your anywhere near the same insulation as a hooded heavy cloak. If you want your capes to work anyway you will need to change their name to cloak and if you do not want to be "cheating" raise the encumbrance of the cape to equal the cloaks.

About your comment on game play, yes I have been surprised to see it add a new dimension to fighting against opponents like frost giants and fire elementals. As much as I did not want fire and frost balls to have all that much effect on your core % it still has enough to push you over your limit if your are near it anyway. Having several fire balls pass by your while you are pumping up your cardiovascular heat and wearing a suite of armor has the possibility of overheating your in the fight. This is a cool new challenge to watch out for in combat.

Any disease that has the word FEVER in the name will be used by my mod to heat up the player.




1) You explicitly mention a Hydration mod in your ReadMe file. I usually play on a timescale of 1 (one), so it seemed like a reasonable idea to play it. Would it be possible to download it somewhere?

2) Also, my character frequently wears capes, not cloaks. Assuming the handler doesn't give it the same treatment, I figured that it should offer less protection than a cloak, but is still a viable option. Would you implement it?

Loving your mods as always. Before I despaired with my magicless Orc character, but your overhaul mods give that brute purpose! I also now would actually consider the consequences of swimming across an ocean during the winter, taking a shortcut dip through a fiery lake in an Oblivion plane, and spending hours killing wolves in the mountains with my bare hands. You've revolutionized Oblivion for me.

Also would like to add that Vector is nearing release. It will implement a whole new disease handler,
Disease: Brain Fever
Disease: Wizard Fever
Disease: Yellow Fever


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candice keenan
 
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Post » Wed Dec 08, 2010 7:39 am

no... because that would interfere with Kyoma's thermometers to be added possibly someday.
Read about this in previous posts.

Oh, I have completely missed that post. No problem then, I shall patiently wait whether these get added someday in the future. Thank you for bringing this to my attention.
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courtnay
 
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Post » Wed Dec 08, 2010 1:14 am

Thank you for the reply, and sorry about the double post stumble. My earlier post mentioned how the evaporation cooling is so low compared to body temperature increases in dungeons. I was going through an aylied ruin, and my temperature rate was over 900. Went outside later to take a dip (calender says it's late fall), and I only get a rate of -20. I was wearing full clothing at that point. I play using the Orc/Nord cool multiplier. I'm glad you have a configurable INI setting for it though.

I was also surprised at clothing effects. Within the ruin, my temperature was gradually rising, especially with frequent combat. The moment I stripped to my skivvies and hit the wait button for an hour, I get chilled to even below 100% body temperature. Not really a problem, just interesting.

I did read an earlier post here about overheating around torches in a city district. It had a suggestion about only being effected while standing still. The problem with that suggestion however is we can no longer simulate running around our camp fire to stay warm.
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Alisia Lisha
 
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Post » Tue Dec 07, 2010 11:50 pm

My plans for the next revision:

Make fire warm you up FAST only if you stand/sit still (no moving around). This is a game-ish game mechanic (normally I hate such things) not a realistic feature but needed for smoother game play.

There will be a timer, you must stay near the fire for a particular amount of time before the fast warm up kicks in. The timer will be automatically finished when you wait sleep.

Make cooling down faster if your take off ALL insulation (magic, shirt, torso armor and cloak) and stand/sit still.

Change the default water chill factor to be colder.
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City Swagga
 
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Post » Wed Dec 08, 2010 9:12 am

If you have a significant modifier going then yes you are going to see a significant lean of heat up to cool down . Do not use a high modifier or keep your nord in cool areas! Either you want to play with the modifier (the good and the bad) or not right? :shrug:

You are right about the running around a campfire, I will have to think about this more...


Thank you for the reply, and sorry about the double post stumble. My earlier post mentioned how the evaporation cooling is so low compared to body temperature increases in dungeons. I was going through an aylied ruin, and my temperature rate was over 900. Went outside later to take a dip (calender says it's late fall), and I only get a rate of -20. I was wearing full clothing at that point. I play using the Orc/Nord cool multiplier. I'm glad you have a configurable INI setting for it though.

I was also surprised at clothing effects. Within the ruin, my temperature was gradually rising, especially with frequent combat. The moment I stripped to my skivvies and hit the wait button for an hour, I get chilled to even below 100% body temperature. Not really a problem, just interesting.

I did read an earlier post here about overheating around torches in a city district. It had a suggestion about only being effected while standing still. The problem with that suggestion however is we can no longer simulate running around our camp fire to stay warm.

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Daniel Holgate
 
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Post » Wed Dec 08, 2010 10:06 am

Make fire warm you up FAST only if you stand/sit still (no moving around). This is a game-ish game mechanic (normally I hate such things) not a realistic feature but needed for smoother game play.

There will be a timer, you must stay near the fire for a particular amount of time before the fast warm up kicks in. The timer will be automatically finished when you wait sleep.
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Ludivine Poussineau
 
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Post » Wed Dec 08, 2010 8:14 am

edit:

If a custom spell does not use the normal naming system for the sound effects there is nothing "easy" I can do. If the custom spell sound is not named IN THE CS (not the name of th wave file) :

SPLFrostTravelLP and SPLFrostHit

it will not be detected as a frost spell.
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Hearts
 
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Post » Wed Dec 08, 2010 12:58 am

mmmmm.....

Well I put the timer in (settable but the default is 6 seconds) and now the fire balls do not heat you up all that much anymore. Oh well that was my intention originally...
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Bones47
 
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Post » Wed Dec 08, 2010 10:45 am

Does this mod adjust itself when the player reverts back to an older save? I was just about to get hit with heat penalties, but I noticed that as I was standing next to Gweden farm I was recieving a -10 chill rate. I waited for 11 hours, and I was suffering severe hypothermia. I decided to revert back to the autosave just before waiting to try a different way to pass time, and now my character's temperature is just below 100%. Did anyone else notice this?

It may be due to my timescale of 1. For every hour I wait in game, every real-time minute is calculated. on the other hand, waiting for hours in a breeze could do that too.

Edit: I just entered an interior, and was cooked alive by candles and a fireplace. In less than ten seconds, I went from below 100% temperature and slight chill to first level hyperthermia penalties. That's from -10 rate to over 900 rate. The warming gradient needs to be tweaked.
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Avril Louise
 
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