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

Post » Wed Mar 30, 2011 10:17 am

Greetings

I just dropped in for a few seconds to say "hi" and I was wondering how things are going?

I got custom made PC a few years ago and it was all "top of the line parts" at that time. I would be happy with the performance even today except that I have always had strange ( often but not regular ) PC crashes. I recently discovered that my motherboard had some of the Chinese's made "liquid" capacitors. :brokencomputer:

Long story short I got a new PC (a Predator, love this thing but it is also made in china.... :rolleyes: ) and I have been swamped in getting back up to my needed set up of programs and settings. This has been hampered by the fact I upgraded to windows 7 (from XP) so it is a strange land I am in now.

I think I will be "functional" with enough (but not all) my modding tools in a few more days. Until then use this thread to repost any more issues with the Hypothermia mod. I am would like to get to the point were it is stable enough to ask kyoma about a possible thermometer for the mod some time in the not so distant future. But I cannot even asks until I am sure the mod is working well enough.
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El Khatiri
 
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Post » Wed Mar 30, 2011 4:15 am

Duke Patrick's Basic Hypothermia II
Camp fires and shelter are now your best friend!
Latest OBSE Needed

Based on my older Basic Hypothermia mod but now with Hyperthermia!

get it here:
http://www.invision.tesalliance.org/forums/index.php?/files/file/534-duke-patricks-basic-hypothermia-ii-rev-23/


OVERVIEW ONLY! THIS IS NOT THE READ ME FILE!
The mod unlock code is not in this overview.
Please do not download or try to use the mod unless you read the read me files. If the answer to your question is in the read me file I may take a very long time (if ever) to reply to your posts.


The concept for this mod is to make cold and hot weather a major consideration of game play in the same way sleep and thirst can be. To make you think twice before considering a short cut Though large bodies of water in the winter or volcanic caves with lava pools a thing to fear and to make a nice fire on a cold night the welcome "port in a storm" that they should be.

This mod is intended give the snow areas, lava caves and factors such as the time of day or altitude a new strategic aspect. Please keep in mid that this mod is not a "what you are wearing strategy" mod.

What little I have done in "playing" with this mod so far has been very interesting and a bit scary. The cold and heat penalties are not invisible stat changes anymore you will SEE your health, magicak and fatigue bars rise and fall when your are hit with the 4 stages of thermal sicknesses. This is done with a disease for (in theory) ultimate compatibility with other stat mods.

I found I almost was overcome by heat in the oblivion plans, I had to be very careful to mange my exposure. And The cold can surprise you when the daytime shifts up in the high mountains and a blizzard makes you just want to fall sleep. Finding shelter from the rain is fun with my sound effects to give you feedback. As soon as you are under shelter from the rain (like an building or rocky protrusion) you hear the rain sounds change. Even without the visual of the rain "not coming through the shelter" it is a delightful effect and a fun game of QUICK "hunt for shelter".

Please keep in mind this is not a climate simulator. This mod is only intended to do the minimum to help prevent breaking the player's immersion in the situations where the game did nothing at all before. Some suspension of disbelief will still be needed on your part to enjoy this mod.


LIST OF FEATURES


I created some very special non-glowing shaders to make your PC face (only the face) flush red with heat or pale blue with cold depending on the circumstances.

Sound effects feedback when you are:

Under shelter from rain.
Feel "out of the ordinary" heat or cold changes.
Get Thermal Sickness from cold or heat.

3rd person Animations AND 1st person screen effects for:

Heat Stroke
Cold Shivering


Visible HUD feedback:

Numbers will flash (only when the heat and cold PC sound effects trigger) at the top of your screen as to your percentage of Core Body Heat, estimated ambient world temperature and the your heat Rate of Change.

Your color health, magicka and fatigue bars will throttle up and down in relation to your percentage of body warmth when you have thermal sickness.

This mod will work with other mods new lands and worlds. Not as effectively as in the Tamara world but as well as I can make it to maintain the immersion.

Reward attributes boosts for cooling off with a dip in the lake or warming up by a fire.

Clothing and magic protections will matter but it is NOT going to be ever be a major part of the mod. (see the read me file for why). But Cloaks (in this mod or from other mods) will make a huge difference in getting wet from rain and help the most (of all clothing) for keeping warm.

FAST COOL DOWN if you take off your torso clothing (shirt) and torso armor and cloak and you must stand/sit still.

Getting wet can terrible in the wrong weather, so this makes many lakes a barrier and not just a simple "change in the walking animation".

Finding shelter from the rain under such things as rock protrusions, tents and architectural overhangs.

Finding sun shelter (like with rain) from the direct sun will help with managing your heat.

Physical Activity will warm you up a little. Heavy activity (like fighting or running) will do the most. Clothing (helps cardiovascular heat from radiating away).

Environment plays the biggest role in determining world temperature. Environment factors include:

Sun
Large fires and lava that uses a sound effect with the name FLAME , FIRE or LAVA. (Torch will help a little).
Altitude
Snow
Darkness
Disease with the word “fever” in the name.
Rainy weather
Month of the year
Time of day
Getting drenched with water (swimming or rain).
Indoor locations hinders the drain effects of Rain and Snow and warm effects of the Sun, are a little warmer sometimes, and increases the warmth effects of fires.

This Mod will not effect vampiers...they do not feel the hot or cold....thay are dead.

RACE MODIFIERS!
(You must read the read me file to use the race modifiers.)

This mod is not compatible YET with my sickness detection mod. But that mod is very old and probably no one uses it anymore anyway.


For the most advanced SCA combat with sword and shield:
http://www.spookyfx....book/tromp.html
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Stacy Hope
 
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Post » Wed Mar 30, 2011 12:38 pm

I hope you get your computer issues straightened out, a lot of people really like your mods.

On Basic Hypothermia 2: I got version 2.3 installed OK (after problems misspelling the password; I was wondering why the files had 0 bytes). I was playing a Level 2 Nord who was wearing a mix of heavy and light armor. I got in a fight with the pirates at the Marie Elena galleon and jumped in the water to get away from the pirates. That all worked out fine because the pirates got killed by the Imperial Guard. So I was 100% drenched on a sunny day (playing timescale 12). I hung out at the Bloated Float but couldn't warm up even with my cloak on. I went to the Marie Elena's captain cabin, lit a torch, but still couldn't warm up. Finally, after a long time, I went to sleep with the lit torch. Well, next morning, I was so cold, even with the cloak and the lit torch, that I could barely walk. I left the ship to try to find some place with a fire, but lost consciousness on the gangplank, fell into the water and drowned. I should have written down the numbers, through this, but I thought you'd be back with a new rev. So I uninstalled it from my game. It just seems unplayable in its present form. If you have even a tiny rate of heat loss or heat increase, sleep will kill you. Since I am playing sleep/heat,drink mods, that all seem to work well, Hypothermia had to go.

Happy for me I will be on a wilderness vacation for the next 2 1/2 weeks. Unhappily, I will not be playing Oblivion or using the web. I hope this experience helps and I hope there is a new revision by the time I get back. The concept underlying the mod is great. Just needs some critical tweaking. People who play this mod will also want to use a sleep mod.
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Trista Jim
 
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Post » Wed Mar 30, 2011 7:50 am

Greetings

From your excellent description is sounds like the mod is working as intended. You may have misunderstood the read me file.
(you did read the read me file...right?)


A torch will not warm you all that much, it helps but it is not a "campfire". Fires larger than candles and torches will dry and warm you very quickly. Once clothing is wet it is not going to do anything to warm you up. Medieval type backpacks are not water proof. Sleep will never kill you, it only brings you down to 10 percent at the worse case. And the severity of sleep/wait is adjustable in the INI.

What you needed to do was get to a fire place or campfire, a little torch is not going to cut it.
Sleeping while you are drenched and in a cold location is not a good idea. ;)

Ini settings that affect the above:

;Overall scale to get hot and cold, Set it to 1 for less and slower drain of body heat in cold environments and 100 for greater and faster drain of body heat. But remember that higher settings mean hot locations will warm you up faster.
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


;Set to 1 if you want to stop the mod from directly reducing your health level bar on your Hud.
set aadpThermoStats.NoHealthBarEffect to 1


; set from 0 to 100 to set the number of seconds you must be in front of a fire type heat to kick in FAST WARM UP.
set aadpThermoStats.FastFireWarmDelay to 6


; set from 1 to 1000 to set the how fast you will cool down
; when you sit or do not move around and have no shirt and no torso armor and no cloak on.
set aadpThermoStats.ShirtLessScale to 500


;set to 9 if you do not want to see the "Bare Torso: Core Body Heat %" message.
set ShirtLessSwitch to 0


Have fun!


I hope you get your computer issues straightened out, a lot of people really like your mods.

On Basic Hypothermia 2: I got version 2.3 installed OK (after problems misspelling the password; I was wondering why the files had 0 bytes). I was playing a Level 2 Nord who was wearing a mix of heavy and light armor. I got in a fight with the pirates at the Marie Elena galleon and jumped in the water to get away from the pirates. That all worked out fine because the pirates got killed by the Imperial Guard. So I was 100% drenched on a sunny day (playing timescale 12). I hung out at the Bloated Float but couldn't warm up even with my cloak on. I went to the Marie Elena's captain cabin, lit a torch, but still couldn't warm up. Finally, after a long time, I went to sleep with the lit torch. Well, next morning, I was so cold, even with the cloak and the lit torch, that I could barely walk. I left the ship to try to find some place with a fire, but lost consciousness on the gangplank, fell into the water and drowned. I should have written down the numbers, through this, but I thought you'd be back with a new rev. So I uninstalled it from my game. It just seems unplayable in its present form. If you have even a tiny rate of heat loss or heat increase, sleep will kill you. Since I am playing sleep/heat,drink mods, that all seem to work well, Hypothermia had to go.

Happy for me I will be on a wilderness vacation for the next 2 1/2 weeks. Unhappily, I will not be playing Oblivion or using the web. I hope this experience helps and I hope there is a new revision by the time I get back. The concept underlying the mod is great. Just needs some critical tweaking. People who play this mod will also want to use a sleep mod.

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benjamin corsini
 
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Post » Wed Mar 30, 2011 3:56 am

ok, so far here is where I am at (new PC with windows 7 OS) :

Basic PC set up as I like it (I prefer a classic windows interface so a LOT of work had to be done to get this as close as I could in 7 ). Still some small irritating issues such as spell check for forums like this one. I need to find my old custom dictionaries and install them!

OBSE 18 installed

OBMM working (with some issue but nothing that will stop me.)

Oblivion the game is working great!

CS is working well.

NifSkope now working

Bmp, jpg and DDS texture editing programs working.

TesGecko working.

Sound editing programs working.

Steam with all my old games now working (missing some save games however!)

Windows live working (but who cares about that anyway, I only need it for Bioshock, if you do not log inot Windows Live while playing you cannot save your game!) :meh:

Tes4Edit not yet installed

Blender not yet installed (that one will be a headache)

All in all I am about 90 percent back up to speed (and it only took 5 days of working with the new PC to do it) :glare:
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Paula Rose
 
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Post » Wed Mar 30, 2011 6:37 am


All in all I am about 90 percent back up to speed (and it only took 5 days of working with the new PC to do it) :glare:

But you haven't started to install Oblivion - took me over 40h getting to a playable state :hehe:

Anyhow, I got some bad news at my end. The "bare torso" is genius but I seem to get hit quite often now with stuck core temp - or rather it does not go down but slowly up whatever I do. Having "bare torso" with -1000 in ordinary weather often get stuck; a reload helps here and then the coretemp drops fast. It also seems it is hard shedding overheating at times (even when drenched) but it starts dropping at reload.

Oh I hate being the bringer of bad news :unsure:

I do find most of it working out quite nicely. Getting warm infront of fires and avoiding getting wet adds allot to the gaming experience. Oh, and I am still trying to getting around adding magic fire proofing to my character.

Cheers!
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Dean
 
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Post » Tue Mar 29, 2011 8:39 pm

Actually I do have Oblivion running, not with all my needed mods yet but enough (about 80%). So I went in to test my load "so far" and saw the issue your are referring to. :dead:

Once I am up to speed on my PC I will get back on this issue. This one is killing me, its either a logic error or a math error, but it eludes me like no other mod problem I have ever had before.



But you haven't started to install Oblivion - took me over 40h getting to a playable state :hehe:

Anyhow, I got some bad news at my end. The "bare torso" is genius but I seem to get hit quite often now with stuck core temp - or rather it does not go down but slowly up whatever I do. Having "bare torso" with -1000 in ordinary weather often get stuck; a reload helps here and then the coretemp drops fast. It also seems it is hard shedding overheating at times (even when drenched) but it starts dropping at reload.

Oh I hate being the bringer of bad news :unsure:

I do find most of it working out quite nicely. Getting warm infront of fires and avoiding getting wet adds allot to the gaming experience. Oh, and I am still trying to getting around adding magic fire proofing to my character.

Cheers!

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Adam Baumgartner
 
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Post » Wed Mar 30, 2011 1:04 pm

huh - I just noticed in reviewing the readme that this is incompatible with the older sickness alarm mod that I indeed still use and love.

Really it is the only mod I've found that lets me know my character is diseased without being more than just that. Realistic Health seemed to mess with other mods and I didn't like the requirements. Will probably try one or two of the newer disease mods soon ... vector and the one by Xeng.

Anyway, so what kind of conflict are we talking about here - like mixing coke and pepsi? or worse?

Because I have been using both and didn't notice serious issues.
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Ronald
 
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Post » Wed Mar 30, 2011 3:18 am

No, not a serious issue. The "special effects" of the sound and screen shaders can get annoying because hypothermia is a disease, so it triggers my old sickness alarm mod.

You did not notice this? ...well that is good, but maybe I need to load that mod (my sickness alarm mod ) again and work on this issues.

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....

oh and thanks again for supporting me all theses years Psymon, I believe you are half the reason I stayed around when things get tough.

To test my new PREDICTOR PC rig (with Nvidia 3d glasses) I am playing metro 2033 right now, HOLY CRAP those Russians know how to make immerse PC game! (Realistically difficult too, all three Russian made FPS I have played I had to set to "easy" to make any reasonable progress with out being forced to repeat encounters over and over a dozen times.) I may move to the Russian Federation if California does not get its act together and start running like a business instead of a "hippie commune". I mean if I am going to live in a communistic state it may as well be in a place that makes PC games the right way! :rolleyes:

Anyway...... back to my Hypothermia mod, I need suggestions on how to make this mod more "friendly". I notice it is a pain in the butt once you get too hot (and too cold? maybe not in the too cold case) once you are over heated it seems to be too much of a "job" to cool down again. This mod.... I want to be fun not necessary "very" realistic, but I do want it to "feel" realistic, so this is hard for me to sort out.

Some how I need to make staying in the sweet spot of heat/cold "easier" to do as long as the player is not being stupid....
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Vahpie
 
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Post » Wed Mar 30, 2011 6:23 am

Well I absolutely love playing Warband now - and the thing about mods with it - you will know pretty quick if you modded it wrong - very little of this lying in wait for just the right event before your game goes bye bye.

http://forums.taleworlds.com/index.php/topic,126476.0.html. Been playing with the mod 1257 improved - makes the factions and maps historical and much bigger. Better graphics too.

I really gotta thin my Oblivion load order out - I'm tired of the constant bug hunts took 15 mods out still crashy - gonna take another 20 or so out next - always hard to choose. Wanna finish this current game but need to take a lot more out I guess.

When playing Oblivion tonight I was on a horse and saw a single bandit - and forgot I wasn't playing Warband and rode up to take him out - aggh wrong game. With this game you have to get off your horsey and then have the cool combat. Oh and this game chokes with too many - with Warband 150 actors fighting (not great AI but man is it fun to watch and ride through with a lance) and my computer doesn't even sweat it.

So anyway no I'm not gone just taking a refreshing break and will return with different approach. Or not.

I had merged health and sickness alarm into one esp and loaded them prior to bashed patch which in turn was loaded prior to all your other mods. So maybe it was a load order thing, but yeah I don't recall neither working.

[edit] yeah I almost got Metro 2033 but I still have 2 stalker games I haven't finished.
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Ludivine Poussineau
 
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Post » Wed Mar 30, 2011 3:03 am

deleted accidental post....
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Joe Alvarado
 
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Post » Tue Mar 29, 2011 11:02 pm

I just started using this mod and have been enjoying it, added realism to the game ect.

I'm currently experiencing issues with fire causing my temperature to skyrocket into excessive heights in a very short period of time (less than 10 seconds) but I am unsure of the cause as I haven't played with any of the settings.

I did want to ask though, if you plan on implementing anything into the mod that would allow you to light your own camp fire? Or do you know of any mods that do that already? It'd be quite helpful if you could duck into a cave/ruin/cavern/dungeon ect, and light a fire to stay warm if it started to rain or snow. But I'm not familiar enough with those mods and google didn't turn much up.
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brandon frier
 
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Post » Wed Mar 30, 2011 8:24 am

I use use :

PORTABLE CAMPSITE
Version 2.3
Edited by Dark Monk

But there are others that do the same kind of thing. Any camp fire (fire bigger than a candle or torch) will work as long as it has a "properly named" fire sound effect attached to it.

What version are you using? Be sure you are always using the latest revision before asking about such issues.

What is your Time Scale? How close are you to the fire? The closer you are to the fire the hotter it is, step back about 5 feet at least!
However if you have a high timescale like 20 to 50 this could be the issue. You will need to set the INI file to compensate.


;KEEP this set to ZERO to let the mod match this to your game Timescale
;But it can be set from 1 to 100
;Set it to 1 for less and slower drain of body heat in cold environments and 100 for greater and faster drain of body heat.
;But Keep in mind this will force the mod out of synchronization with the passing of time.
set aadpThermoStats.ThermalScale to 0

Try setting this to 10 or 15, but remember that this will force the mod out of synchronization with the passing of time.


I just started using this mod and have been enjoying it, added realism to the game ect.

I'm currently experiencing issues with fire causing my temperature to skyrocket into excessive heights in a very short period of time (less than 10 seconds) but I am unsure of the cause as I haven't played with any of the settings.

I did want to ask though, if you plan on implementing anything into the mod that would allow you to light your own camp fire? Or do you know of any mods that do that already? It'd be quite helpful if you could duck into a cave/ruin/cavern/dungeon ect, and light a fire to stay warm if it started to rain or snow. But I'm not familiar enough with those mods and google didn't turn much up.

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Teghan Harris
 
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Post » Wed Mar 30, 2011 3:32 am

Rev 2.3.1

er...I do not know what the update is because my PC crashed over a week ago (prompting me to buy a new PC and forceing me to take a week off from modding) when I was working on this rev 2.3.1 and thus I do not remember what small thing I updated.

Sorry, but there you have it! :shrug:

Anyway...Get it here:

http://www.invision.tesalliance.org/forums/index.php?/files/file/534-duke-patricks-basic-hypothermia-ii-rev-231/
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Mandy Muir
 
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Post » Tue Mar 29, 2011 10:31 pm

Thank you for the suggestion of the camp site mod, I'll look into it. My character spends more time in dungeons and the middle of forests than near towns, so being able to set up camp somewhere would be quite the handy thing.

I've downloaded the revision, but I'm afraid it hasn't made my issue better. Have you been to the Wawnet Inn with this mod installed? The moment I step through the door I am spiking 71 degrees (Celsius) in the inn. Of course this means that if I get a room at the inn and spend the night, it's the equivalent of sleeping in a furnace. So ducking into the inn to get out of the rain is generally not a good idea. It might be just this one area, as its the only place I've encountered, but perhaps you might want to customize this cell a little so that it's possible to stay in the Inn. There's a fire in the middle of it, maybe the fires need to be turned down?

My time scale is set to 9, and the timescale of the mod is set to the same. I haven't messed with the ini other than to set my character race settings (1.2, shouldn't cause too much panic?), and change to Celsius as I'm totally lost with Fahrenheit.

I've noticed that going near the fires on the bridge to the Imperial city triggers the /pant sound effects right away. I suppose this can be remedied by staying far back from the fires, but in reality you can be within 2-3 feet of a camp fire and not suffer any ill effects, especially if it's cool or chilly outside of it. I'm not sure if there's something conflicting that's making temperatures hotter around fires for me, or maybe just the fire needs to be turned down in the Wawnet Inn, and I should just stay far far back from camp fires? I've yet to be in Oblivion but I have a feeling I'll be heatstroking the entire time I'm in there if the lava throws off as much heat as camp fires seem to.

I don't have a great deal of mods installed that could affect the temperatures fires give off, so I'm somewhat unsure. If this isn't a problem for you or other users I'll try messing with my load order or something.
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Hussnein Amin
 
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Post » Tue Mar 29, 2011 11:04 pm

1.2 is relatively high, this means the heat effects you 20% faster than other players. So this could be a "small part" of the issue, change this to 1 to see if that it the problem. I will fix this if that turns out to be the case.

Load order will not effect this in any way.

The heat "sighing" sound effect ( deep audible breath ) is only to tell you that you are affected significantly by heat from a large fire (such as a campfire).
It is not a signal that you are too hot! The too hot alarm is an UNMISTAKABLE heat stroke effect!

You will definitely in fact be overcome by the heat in the Oblivion planes unless you follow the read me file (about the combo magic fire/cold protections) on this subject.

If you only have this issue in that one location and thus it is an isolated issue, then making any change to the way the mod works (such as changing the fire levels in the INI ) would unbalance the rest of the mod. So this is now a known incompatibly with that location I guess.

Remove any magic cold protections you have, and take off your shirt and torso armor and cloak and do not move around when you go in there, this will help.

If this is a vanilla location, give me more information about that location (how do I get there) and I will look to see if the location has a few other hidden heat source of some kind (such as lava under the floor) that could explain the problem. Other than that I do not know what can be done.





Thank you for the suggestion of the camp site mod, I'll look into it. My character spends more time in dungeons and the middle of forests than near towns, so being able to set up camp somewhere would be quite the handy thing.

I've downloaded the revision, but I'm afraid it hasn't made my issue better. Have you been to the Wawnet Inn with this mod installed? The moment I step through the door I am spiking 71 degrees (Celsius) in the inn. Of course this means that if I get a room at the inn and spend the night, it's the equivalent of sleeping in a furnace. So ducking into the inn to get out of the rain is generally not a good idea. It might be just this one area, as its the only place I've encountered, but perhaps you might want to customize this cell a little so that it's possible to stay in the Inn. There's a fire in the middle of it, maybe the fires need to be turned down?

My time scale is set to 9, and the timescale of the mod is set to the same. I haven't messed with the ini other than to set my character race settings (1.2, shouldn't cause too much panic?), and change to Celsius as I'm totally lost with Fahrenheit.

I've noticed that going near the fires on the bridge to the Imperial city triggers the /pant sound effects right away. I suppose this can be remedied by staying far back from the fires, but in reality you can be within 2-3 feet of a camp fire and not suffer any ill effects, especially if it's cool or chilly outside of it. I'm not sure if there's something conflicting that's making temperatures hotter around fires for me, or maybe just the fire needs to be turned down in the Wawnet Inn, and I should just stay far far back from camp fires? I've yet to be in Oblivion but I have a feeling I'll be heatstroking the entire time I'm in there if the lava throws off as much heat as camp fires seem to.

I don't have a great deal of mods installed that could affect the temperatures fires give off, so I'm somewhat unsure. If this isn't a problem for you or other users I'll try messing with my load order or something.

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Tinkerbells
 
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Post » Wed Mar 30, 2011 2:34 am

It is indeed a vanilla location. Wawnet Inn is located in Weye, directly west of the Imperial City on the road. I think the main problem with it is that there is a fire in the middle of the Inn. But as far as realism goes, it's a stone building, and it wouldn't hang on to heat enough to cause a 71 Celsius temperature. Perhaps you can tweak it by making the fire smaller or something like that. I wouldn't have mentioned it if it wasn't a vanilla location. The sighing sounds happen as soon as you go in, so I knew that it wasn't problematic. But spending the night there caused my character to /heatstroke twice while trying to exit the Inn.

I'll put my class to 1. I misunderstood I suppose, I thought that above 1 meant you would get hot slower and cold faster, and below 1 you would get cold slower and hot faster. :s
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mollypop
 
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Post » Tue Mar 29, 2011 10:06 pm

REV 3 COMING SOON! Important changes including wet sound effect when you are moving and drenched. A serious logic bug correction and tweaks to the INI. I will re-upload the files in a few hours from now.

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Miss K
 
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Post » Tue Mar 29, 2011 11:43 pm

Forgot to delete the timer line in the script, it will not hurt anything badly, but it needs to come out. I just uploaded the fix 3.1 rev.

Sorry about that.

REV 3

Get it here:

http://www.invision.tesalliance.org/forums/index.php?/files/file/534-duke-patricks-basic-hypothermia-ii-rev-3/

Rev 3: Major changes! BE sure to install the new sound files and the new INI!
Sloshing dripping sound effect when you move around and you are drenched. The Fast
warm up only kicks in now if you are crouching by the fire (in sneak mode). A major bug
fix that prevented variety in the ambient temperatures. Plus a significant fix to the
calculation logic that should solve many small issues now. The delay timer is no longer
needed /used for the fast warm-up.

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lillian luna
 
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Post » Wed Mar 30, 2011 1:09 pm

EDIT: Removed earlier post.
I have my scale set at 12 right now and am hoping to raise it some more. I have not checked if I still got very fast dropp in heat in cold areas but heat and fire is no problem for my character, even in the oblivion plane. I will change the racial value to be less heat resistant and more cold. I think it is set at 1.0 now, I changed it back from 0.9 or so.
I wonder if Cyrodiil is to extreme in Altitudes? That Bruma is placed to far up for air? Since it is so cold I guess it is to high up? i will check the alltitude when I get home in a few days.
END EDIT

Barechested seems to work everytime now, no more stuck values :foodndrink:

Robin
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Jade Muggeridge
 
Posts: 3439
Joined: Mon Nov 20, 2006 6:51 pm

Post » Wed Mar 30, 2011 2:28 am

excellent mod. i'm loving it. on my way down to the imperial city i have to stop in and warm up at an inn before finishing my trip... great rp'ing mod!

seems to be working flawlessly for me except for one (possibly two) issue(s): when the CloudLOS spell is cast by the RainSoundControl script, it makes a booming casting noise every time and the rain on shelter sound never plays. i've verified the installation of the sound files, all work but the sheltered rain one (and the sheltered rain sound will play fine through the cs). removing the cloudlos spell casting gets rid of the sound, but then i don't get wet in the rain, of course.

any ideas why this spell is creating a sound when (i assume) it shouldn't be? i'm a fairly experienced modder myself and i've done a few mods using activators casting spells, but never had this problem with the spell creating a sound.

otherwise working perfectly!
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sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Wed Mar 30, 2011 6:43 am

also: i have verified that the sheltered rain sound emitter is being moved to the player and enabled at the proper time, but i never hear the sheltered rain sound effect.

EDIT: solved (pretty much) --

i removed the sounds from the SEFF magic effect (i wasn't aware that scripts had a default magic effect!) and that cleared up the casting noise.

on the issue of the sound file that wouldn't play, i found that it won't play at all, not even if sent to playsound directly, so either i have a local problem or there's something weird about the file. i replaced the sound emitter's sound file with the wet walking file instead and it's working fine.

in any case it's all running pretty much perfectly now.

very cool mod, and very well designed! i highly recommend this one to anyone into immersive gaming.
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Leonie Connor
 
Posts: 3434
Joined: Mon Mar 12, 2007 4:18 pm

Post » Wed Mar 30, 2011 6:38 am

the rain causes major savegame bloat!

it appears that every cast of CloudLOS creates a new null reference in the savegame, so it hits about 200 refs after a couple of minutes, corrupting my saves to an unloadable point (i can de-bloat them with wyre bash and use them again, however).

i've been digging into this trying to fix it, but to no avail. i believe it must have something to do with the projectiles created by the spell not getting removed.

any suggestions on getting this fixed? i really love this mod and would love to keep using it!
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Amy Gibson
 
Posts: 3540
Joined: Wed Oct 04, 2006 2:11 pm

Post » Wed Mar 30, 2011 7:58 am

Hey Guys!

Until after Halloween this mod is on an AS IS only terms of use. I Am working on one new mod and making a small change to my vampire but that is all I have time to do for now. RL will be swamping me for the next 2 months until a week after OCT31st.

But hundreds of players have used this mod with no game breaking issues. So before posting any such issues be sure you check (test) for incompatible mods in your load. You must uninstall ALL mods, make a clean save with NO mods loaded, then start up the game with this clean savegame and only load this ONE mod NO OTHER MODS! This is the only way to find out for sure if it is a mod conflict.



General Dos and Don’ts for all my mods:

If you do any of the following I will be unable to help with any issues you have, and it may take a while before I have time to even make any kind of replay. I believe most reasonable people would agree it is not fair to except me to divert my “free time” to troubleshooting if you do not follow the directions.


Do not edit my scripts, nifs, sounds, object names or tinker with any of the data for my mods in anyway. I use a lot of unusual “script tricks”. So you really do not know what you are “butterfly effecting” when you make what you think is a small change. For example I sometimes monitor when sounds start and stop playing in the game to control event flow instead of using timers. So if you change or delete a sound you are short circuiting some of my scripts.

This includes CS edits, Bain Changes to scripts or any other esp/savegame editing of any of my mod's data. My scripts are sometimes very complicated and some of the event logic was discovered by dozens of hours of trial and error. So seemingly harmless changes to my script can throw a big monkey wrench into the mod!

I am not trying to say I am "smarter" than you are, I am very good with "switch" logic but I am no programming genius. I must solve many of my scripting issues with creativity and HOURS of trying EVERYTHING! But if you really know what you are doing then you do not really need my help anyway.

Be sure to load Shivering Isle and/or at least patch your game up to the latest rev.

You must load the English version of Oblivion! My scripts sometimes monitor objects by name in English such as the names of weapons and “sword” is not spelled the same in all languages!

If you load any mod that has deleted vanilla references the game will CTD when another mod tries to call that reference. Do not be lazy and forget to check for incompatible mods. Mods are like soup, some mix well and taste good (tomato and onion soup) but often some do not mix well like pea and alphabet soup!

Be sure to load the INI file in the same directory as the ESP file.
Be sure you are loading the most up-to-date OBSE that is NOT a beta!
Be sure you are loading any required OBSE plug ins (per the read me files).

If you break any of the above rules and then make a “dirty” savegame, and then you try to use that save game even after correcting the above issues you will be haunted by “the ghost of the issues past” until you repent and change your ways!

If you see strange lights or hear strange sounds you may need to use Duke Patrick’s Basic Script Effect Silencer mod. This Script Effect sound/light problem is such an OLD issue that I may have assumed all players these days already know this. But I guess we still get inexperienced players coming into this game so that is probably a bad assumption on my part.
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Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Wed Mar 30, 2011 8:05 am

Bain Changes to scripts or any other esp/savegame editing of any of my mod's data.

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

And for those who use BOSS and Wrye Bash - even though most of Duke's mods are script driven now I still load most of them after the bashed patch. And with a very full load order - I'm not seeing negative effects from this.

On another note one could try tagging the mods with scripts and loading them later in you load order (both maneuvers to insure that within the bashed patch - if anything is imported into it - that these mods remain the dominant effect). I don't do that though and load them after the bashed patch.
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.X chantelle .x Smith
 
Posts: 3399
Joined: Thu Jun 15, 2006 6:25 pm

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