[Relz] Duke Patrick's Basic Hypothermia II (thread 2)

Post » Wed Mar 30, 2011 12:44 pm

oops sorry I meant to say bash not bain...

Bash is a POWERFUL tool, if a person does not know what they are doing they can make some sever "changes" to a mod with it.
But as you say loading my mod AFTER a bash patch can bypass this risk.

BAIN is not going change any scripts in an esm or esp.

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Alex Vincent
 
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Post » Wed Mar 30, 2011 2:38 am

That is still best and most clean method I've found, but even so bash tags now include a scripts tag so that any mod that has scripts that should take precedence can have that by tagging the mod with scripts and then making sure it loads later (after others that may also have scripts tag).

even so with FCOM and 200 other mods and current tags and everything I still load your mods after the bashed patch (most that is) and I feel pretty certain that there are no issues doing this.

BOSS does have some loading after bashed patch though.
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Taylor Thompson
 
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Post » Wed Mar 30, 2011 12:11 am


Once again I am pleasantly surprised to hear that anyone is using my old mods. For a little while I thought you had left Oblivion as I have not seen you around much.
In fact I am worried that the Oblivion "thing" has reached its pinnacle as I notice far less players involved (downloading and commenting on this forum) in Oblivion web sites.

Oblivion II better come out soon, or I fear a loss of interest....




There are castaways over at Steam now that I direct over to more populated websites, like this one.

I am in the process of determining why the hell does my level 1 collapse so easily just walking around town in the rain. I have Realistic Fatigue and Health loaded like I told you, and wondering if your "disease" marker for heat/cold tells one of those mods that you are diseased really, and stacks the fatigue drain even more.

I have gone and posted a request for Abo at the http://www.thenexusforums.com/index.php?/topic/88649-realistichealth/page__view__findpost__p__2068774 thread for his mods to look at your mod in comparison/contrast to his.


Notice his disease comments in Realistic Health:


realistic health:

It includes a light-weight OBGE shader for low health tunnel-vision-fadeout and disease peripheral-vision-color effects.

The code is very small and clean, and only provides visual effects and fatigue and health burns for disease.

Uses OBSE to look up diseases so it should be fully compatible with any custom diseases added or modified by other mods. Ignores diseases with any positive fortify effects as used by some mods for providing special benefits.

With the default settings for disease effects, you get a peripheral-vision color fadein/fadeout and blur effect that becomes noticable within one hour, and increases in intensity the longer you have the disease. You will also start to loose magicka, fatigue, and health at steadily increasing rates as the disease progresses. Diseases reach their peak intensity after about 48 hours of game time (not real time), when you will be loosing 10% of remaining magicka and fatigue, and 1% of remaining health every second.

The magicka, fatigue, and health burn effects can be turned off if desired in RealisicHealth.ini. However, these effects are pretty subtle and should not cause excessive problems even when used in conjunction with other mods that boost the intensity of diseases. These effects are a "burn" not a "drain", so the magicka/fatigue/health lost from disease can be healed/restored normally, but it will continue burning away until the disease is cured. Since it is the fraction of remaining magicka/fatigue/health, not the base magicka/fatigue/health, it slows down as your magicka/fatigue/health gets lower. With the default settings, the disease gets to 50% intensity after 24 hours when you will be burning 5% magicka and fatigue, and 0.5% health every second. Even with a disease at full intensity and only 10 health left, you will loose 1 point of health in 10 seconds, then 21 seconds, then 33 seconds, etc... for a total of nearly 5 minutes real time before you die, which is plenty of time to cast a basic heal spell. With magicka and fatigue the burn rate is faster, but they are also recovering at the same time, so you can never get to zero magicka/fatigue from disease alone.

Known Issues
------------

There may be some mods that have diseases that are a mixture of different effects and do not have a spell school of destruction. These diseases will not be identified as a real disease and will not trigger the disease visuals or fatigue/health burn effects. No mods that have harmful diseases of other spell schools are known of at this time, but please notify the author if any are found.


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Nikki Morse
 
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Post » Wed Mar 30, 2011 2:46 am

LOL I was checking the files/folders still trying to figure this out, went into the sound folder to see what was there since I haven't heard the cold sounds yet even though my character is glowing ice-blue, when I clicked on my VLC player the loop button and played the female hot and male hot sound effects...

they loop around one after the other :P

"That's hot..."
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Chris Duncan
 
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Post » Tue Mar 29, 2011 11:28 pm

I disabled all mods and only loaded the bare oblivion.esm and patches, loaded up, saved game, then reloaded my former setup, went back to the save, and it started all over again showing all the pop-ups for the mods like it was new. So far I am not struggling to stay conscious/alive.

I had a funny moment as I walked down the stairs from my inn room. My fatigue dropped like I rock, I tumbled down the stairs, showing maybe 25% health, and died at the foot of the stairs.
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Julie Ann
 
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Post » Wed Mar 30, 2011 4:21 am

Huh? What kind of report is that?

that is like saying "hey I have a mess of mods that I only kind of understand how they work or how to configure, so here is what I did ... I deactivated them then reactivated them with the same configuration ... and guess what the problem persists."

Try instead only having one realism mod active at a time and play for a while before adding another one.

Explore the ini settings on them too - but one at a time.
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Lavender Brown
 
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Post » Wed Mar 30, 2011 6:27 am

Do you have any plans to allow spells to affect your script? So, for example, a mage could cast "Tolerate Heat" (or somesuch) to make heat more bearable (but cold more dangerous) temporarily. Or maybe a spell to raise or lower the ambient temperature in the mage's surroundings slightly, offsetting abnormally hot or cold environments. Or if that doesn't sparkle with you, possibly let us give our enemies a taste of hypothermia with a low-magnitude but high duration cold spell.

I ask this because the emphasis on realism in many mods like this often ignores the use of magic. If hunger, sleep deprivation, thirst, hypo/hyperthermia, etc. are real killers (and, for realism, they definitely should be), I think magic would have solved them long before they got to novelties like walking on water - unless of course we want to argue that they are intractable problems for magic.
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Hussnein Amin
 
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Post » Wed Mar 30, 2011 3:11 am

I disabled all mods and only loaded the bare oblivion.esm and patches, loaded up, saved game, then reloaded my former setup, went back to the save, and it started all over again showing all the pop-ups for the mods like it was new. So far I am not struggling to stay conscious/alive.

I had a funny moment as I walked down the stairs from my inn room. My fatigue dropped like I rock, I tumbled down the stairs, showing maybe 25% health, and died at the foot of the stairs.



Huh? What kind of report is that?

that is like saying "hey I have a mess of mods that I only kind of understand how they work or how to configure, so here is what I did ... I deactivated them then reactivated them with the same configuration ... and guess what the problem persists."

Try instead only having one realism mod active at a time and play for a while before adding another one.

Explore the ini settings on them too - but one at a time.

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Janette Segura
 
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Post » Wed Mar 30, 2011 12:17 am

Yeah but then you say:
I had a funny moment as I walked down the stairs from my inn room. My fatigue dropped like I rock, I tumbled down the stairs, showing maybe 25% health, and died at the foot of the stairs.
Which leads one to understand that you still have big time problems with realism settings.

since your walking on stairs at an inn it is very doubtful that it is this mod unless you have skewed the ini wrong.

Actually most mods are not going to cause this without serious conflict or having the ini jacked.
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Lynne Hinton
 
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Post » Wed Mar 30, 2011 11:48 am

Tried to pickpocket a guy and a second after closing the window, the cloak model that comes with the mod that I was wearing showed up on him.
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SEXY QUEEN
 
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Post » Wed Mar 30, 2011 10:07 am

spookyfx:

I have this mod named HUD Status Bars, where you can easily add bars that display values for any other mod in the game, and this mod is a natural candidate for a couple of bars (I think). Problem is that the code is a bit complicated, so instead of trying to figure it out myself, I hope you can provide me with info. What I need is for each game status where a bar makes sense, the variables for current value, max and min. Max and min can of course be constants. Any variables must be qualified with quest name, e.g. "MyQuest.MyVariable".

Also, if there are any special threshold values (like value where body temperature starts giving penalties), please provide those :)
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Shelby McDonald
 
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Post » Wed Mar 30, 2011 9:20 am

Hi, I installed this yesterday and so far, it seems to be working OK.

I use the standard 30x time scale, mainly because if I set it to 10 my "I have to eat and sleep mod" would make it so I'd only have to eat/sleep ~ once a week. Granted, there are some situations were my tempurature is going up and down like a yo-yo; but in simular circumstances, the same would be happening in r/l. But for the "most part", it seems to be fairly consitant with the circumstances.

The only issue I have is when I go into my house or a pub or something, for some reason it's (sometimes) 160°F in there. (Which is great if your core temp is >70%) . But I doubt medival fires would be "capable" of making it so hot; well maybe if you were standing "in" the fire.

I haven't had a chance to visit Bruma yet, but is the fact that the fire there "is not burning" going to mean the house there is useless?
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Dustin Brown
 
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Post » Tue Mar 29, 2011 10:29 pm

set aadpThermoStats.ThermalScale to 0

;Set it to .01 for slower drain of body heat results and 4 for faster drain results while sleeping or waiting.
set aadpThermoStats.SleepThermalScale to .5


I was asked by one of the users of Curse of the Hircine (not Resurrected) to make the mod compatible with your system, though you have no reference for modders on how to interact with your mod. As with OBSE19b you can do a lot more with functionality and communication to/from mods that may/may not be in the load list.

From your readme, the word CLOAK in an equipped set of clothing (armor presumed) will alter the behavior, but there appears to be no means of disabling the effects temporarily. I do know that Werewolf is in the equipped items name for a lot of mods that offer Werewolves, so perhaps offering a test for that or at least how do we temporarily disable the mod's effects (while they're a Werewolf) as apposed to altering the race's effects (which with multiple werewolves would seriously cause a chaos with respect to those values being altered more than once). The easiest method would probably be to offer a test for a specific word in an item, say CLOAKVAMP and assume the character is a "Vampire" type of character.

On a somewhat unrelated question, I have a timescale mod, is aadpThermoStats.ThermalScale set to the timescale during gameplay dangerous to the mod? What about SleepThermalScale? Offering support for this would be useful.

I'm noticing this thread has gone stale, so if you want, PM me details rather than posting here, if thats fine with you, or here is also fine. If you're still in the community that is.

GuruSR.
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CHangohh BOyy
 
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Post » Wed Mar 30, 2011 8:18 am

Just wanted to stop by and say how much i enjoy your mods. They add much needed realism to the game.
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Natasha Callaghan
 
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Post » Wed Mar 30, 2011 11:11 am

This mod is on hold until I hear what if anything will be happing with SkyRim.

If Beth codes their own "hypothermia" like features (I hope they do) then I would not want to have wasted any more of my time on this mod.

If they ignore this in SkyRim then Hypothermia will be one of the very first mods I make for the game, and as such this Oblivion version will be updated.
With all the new OBSE commands I should have a much easer time getting this mod to work as I want it to when the time comes.
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Natalie Harvey
 
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Post » Wed Mar 30, 2011 4:32 am

This mod is on hold until I hear what if anything will be happing with SkyRim.

If Beth codes their own "hypothermia" like features (I hope they do) then I would not want to have wasted any more of my time on this mod.

If they ignore this in SkyRim then Hypothermia will be one of the very first mods I make for the game, and as such this Oblivion version will be updated.
With all the new OBSE commands I should have a much easer time getting this mod to work as I want it to when the time comes.


Good to know, right now in it's current state this mod is still pretty amazing and I'm more then glad that you put it back up for download.

Just had an amazing experience going through the Gates of Aesguard with this mod installed, made me cringe when I had to dive in the frozen pool and made me purposely get around 120% body heat in the volcanic area's so I could withstand the cold wet area's. Fighting with -20 modifiers to stats is a real challenge although I love it. I highly recommend using this mod with Realistic Fatigue, Battle Fatigue and Injuries and also Wound Effects and Penalties so that way you can get wounded in Battle, overheat, pass-out and then bleed to death, also simulates getting exhausted if you stay in the water too long since I've passed out while swimming and drowned afterwords.

It would be useful to state that I'm playing using the Race balancing project with a redguard and they are 50% weak to frost so I'm pretty sure they lose heat much quicker then normal and tend to get hot a little slower.

Either-way great job on the mod, this one has definitely joined my other essential realism mods, Real Hunger, Real Thirst, Realistic Fatigue, Extended Sleep and Duke Patrick's Hypothermia II. It's fantastic.
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Claudia Cook
 
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Post » Wed Mar 30, 2011 10:45 am

There's a sneak penalty applied when your supposed to be wet, and in theory, it's supposed to go away when you get dry. Only it doesn't. There's a console command to type that will get rid of it temporarily, but a) I can't always remember what it is and B) stopping the world to type console commands is weak.
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Hayley O'Gara
 
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