[RELz] Frostfall - Thread 11 - 2.5 Released

Post » Mon Sep 09, 2013 10:43 am

Alright then, was a planned feature for some time it is not ? :)
And yes, having theses permanent is quite logical as they are build in a more durable manner.

Otherwise, lighting of FF fire and putting them down (using magic) as been added by December, so 2.5 should bring close to complete (fire) integration ?

As previous updates, 2.5 sound interesting.

Updated Guide Cover, looking forward that little touch now that I know of it (details !).

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Austin England
 
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Post » Mon Sep 09, 2013 8:50 am

Chesko, could you please add option for first person messages like are in RND, now when you're making finishing touches?

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Alan Whiston
 
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Post » Mon Sep 09, 2013 10:28 am

Quick suggestion:

I've used frost fall ever since it was released. One thing I've always wanted is the ability to chop wood through bashing the trees (ALA pick axe on the ore)? I think this would be a great feature. is this possible?

Also MCM function for how many wood pieces are needed for fire?

Otherwise love the mod :D
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Sweet Blighty
 
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Post » Mon Sep 09, 2013 10:40 am

http://skyrim.nexusmods.com/mods/32448//?

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Abi Emily
 
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Post » Mon Sep 09, 2013 1:44 am


Well isn't that something. Looks like it was designed with Frostfall in mind.

Thanks!
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brenden casey
 
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Post » Mon Sep 09, 2013 11:01 am

It was:

"There you are almost frozen to death and in desperate need of firewood to light a fire when you see your salvation - a freshly chopped pile of firewood in the camp up ahead. But wait the pile is useless! You take your last breath as your blood freezes in your veins."

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Christine Pane
 
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Post » Mon Sep 09, 2013 12:30 pm

Or even this:

Recommended Mods:
http://skyrim.nexusmods.com/mods/11163 by Chesko – really the inspiration for needing this mod

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Eileen Collinson
 
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Post » Mon Sep 09, 2013 3:29 pm

I play with both Frostfall and Dynamic Things and they work wonderful together. Really happy!

I ran into the scripting error issue as well the other day, but I managed to fix it thanks to the excellent Frostfall troubleshooting guide. Thank you for that Chesko! Editing my papyrus log took some nerve as I had no idea what I was doing, but the third solution listed in the guide fixed the issue.

One question if I may; will it be safe to upgrade from 2.4 to 2.5 with an ongoing game? As in, do you recommend starting a new game for this update or can I safely carry on with the same character? I'm currently playing what I consider to be my Ultimate Play-trough and I don't plan on giving up on my character yet for another few hundred hours. :)

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Hayley Bristow
 
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Post » Mon Sep 09, 2013 3:59 am


My thoughts exactly. This mod is a nice little gem.
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Robert DeLarosa
 
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Post » Mon Sep 09, 2013 9:20 am

@Isch : Could you tell us what exaclty you did as to that script error ?
(How to solve it, if Chesko cannot correct it, at last some of use could know how to manage it..)
Thanks in advance.

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xx_Jess_xx
 
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Post » Mon Sep 09, 2013 7:10 am

Well, pretty much as described... I went to the Nexus page > Frostfall > Description > Troubleshooting. Chesko has provided three possible solutions to the script error problem there. As far as I understand it, you tell Skyrim to give more memory to the scripting system by editing your Papyrus log (which can be found in /my Games/Skyrim/Skyrim.ini).

Open up that file, make a copy first so you can undo if necessary, and where you see Papyrus mentioned add the lines that Chesko provided, or change the values if the same line of code is already present in your log. Save and play Skyrim to see the results.

As I said, I had to try all three solutions provided. The first didn't help, the second reduced my framerate to a gibbering wreck, but the third worked splendidly. I must also say, I knew the problem couldn't be down to my own computer seeing as it's brand new and rather powerful (I call it my Beast). :)

I hope that helps. This feels very weird, your know, telling others what to do as I have not a single idea how all this works myself! :) If a more knowledgable person notices that I said anything wrong, please correct me!

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Ross Zombie
 
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Post » Mon Sep 09, 2013 12:47 am

In terms of the exposure rate, I hadn't messed with it yet. For me it has been a little tricky but not unplayable but I would rather go for realism with it instead of difficulty so I might have to copy you and turn it down. I live in central Scotland which is not the harshest of climates so I wouldn't really know what is realistic. xD

To be honest, I am kind of liking the fact that I have an excuse to turn it down. (but shhhh, don't tell anyone)
I also like that Chesko has said that it shouldn't be viewed as a "difficulty slider" as I tend to be a bit unfair to myself. Have this complex where I am like "must play hard because I am girl".


Anyway, in terms of difficulty I feel 1.0x is probably the right in-between but really, I have not been using the mod terribly long.

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Katy Hogben
 
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Post » Mon Sep 09, 2013 1:35 am

Sounds awesome

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Richard Thompson
 
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Post » Mon Sep 09, 2013 4:32 am

Memory issue then ?
I know (have read) that Skyrim cannot (?) use more than 3Gb or ram, whatever situation, if to much stored = CTD (that being one of the reason, they are some others that said).

Ok as to an edit of the Skyrim.ini, it is in all cases, one of the step as to any game (so far, I also have the option to make changes ingame trough "Skyrim Configuration Menu").

@Lynzi : Alright Milady, some hardship is the optimal way as to progress, and in some case, maybe even finding if not who, why or how we "are".
Then, experience & realisation, what you can go trough give you options as to later on. (Same player try again.

In all cases, Frostfall is one of the "new features" adding mod (so far : Flying, real time sailable boats (" Sailable Ships " over Nexus), Levitation and so on, they are quite some of them so far).

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Ella Loapaga
 
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Post » Mon Sep 09, 2013 1:53 am

One thing about really cold weather that would be a cool feature in Frostfall is that it matters a lot if you move or stand still. If you stand still you start freezing rather quickly. If you move (or do some other labor, such as chopping wood for a camp fire), you keep warm longer. On the other hand you spend energy when moving/working. This would be rather complicated to implement I guess, as it basically would mean some kind of energy meter - and then you are in Realistic Needs territory. But it would be a neat feature. Should I conserve energy and get cold sooner - or should I haste to keep warm but take the risk of expending all energy?

Also, one little thing I'd like to see added is the option to skip the animation when sleeping in a tent, much as you already can do for chopping wood. It looks rather corny IMO, especially as you stand up in the small tent when you want to sleep. For me it would be more immersive to skip it.

Anyway, looking forward to the update.

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evelina c
 
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Post » Mon Sep 09, 2013 11:55 am

I had a shot of it at 0.7 but decided I like the punishment so have put it back up to 0.9.

I don't know much about (okay, anything about) making mods but that does sound like it would be really tricky. I do really like the idea and I have to admit I've been playing as if that actually happens, through instinct.

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Amiee Kent
 
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Post » Mon Sep 09, 2013 2:15 am

..

As to real life, it as (always, of the most probable tracks) be a matter of both knowledge & (social) relation(s).

If, you have to go over hard settings, then, they are (have and should be) material and Technics more adapted than others.

As to past, Wool is a must have as to cold weather, then, by now, I am quite fond of the natural (cotton in most case) + metal wires, who can both keep fresh by extracting overheating from the body and then, give it back when the body get colder).

As to medieval, not so easy that way (as to that technology we are speaking nano meter wires as to the more efficient effect) but still quite some option would have been available (merged composition & more than one level of cloth is a classic as to cold clothing, silk being quite a good 'skin' contact option (in case)).

As to Skyrim, I guess it has to be seen on the Player side, something style :

Material that can be seen (exterior) + craftsmanship + price = overall quality and then, +/- performances ?

Then, as to Personal made clothes, guess that if playing as RPG = logical : who is the PC and what can be done ? Priority's and will as to his realizations and so on.

Of course, that is quite a part of personal will, so as you said Lynzi, instinct can be of quite some use over that type of subjects.

Pas de hasard, cohérence sur base d'informations.

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Beat freak
 
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Post » Mon Sep 09, 2013 7:39 am

Good news; Frostfall 2.5 is done.
I am running through a suite of regression tests to make sure everything is in working order before I publish it. Should go out tonight. Maybe in the next couple of hours.
The patch notes https://www.evernote.com/shard/s53/sh/620f040e-1da1-498b-8b42-310136412c35/8c3838909920bc9a18f72f20b60051c1 are whole and accurate.
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SexyPimpAss
 
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Post » Mon Sep 09, 2013 4:44 am

:ahhh: = me being excited.
I consider Frostfall to be an essential mod for any of my Skyrim experiences and now that there's going to be spells I'm about ready to do a happy dance.

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Silencio
 
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Post » Mon Sep 09, 2013 10:58 am

I'm excited about the exposure meters. I'm guessing we can turn off text messages and use meters instead? That will be wonderful. (Maybe it's just me, but reading text nearly always takes me out of my roleplaying experience. I realize I'm a player playing a video game when I read text on a screen. I can almost subliminally absorb information when I get it from a visual source such as a meter.)

Anyway, 2.5 really sounds fantastic and I'm thrilled it's here. Congratulations!

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Marnesia Steele
 
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Post » Mon Sep 09, 2013 6:34 am

Ok, so... I'm glad I tested it!
Testing revealed a few things that are broken or were overlooked. Unfortunately they are beyond the scope of tonight to fix.
I will take another look tomorrow morning and try to get things released as early as possible tomorrow, provided I get what I want to work, working. Sorry for the delay.
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Joey Avelar
 
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Post » Mon Sep 09, 2013 11:55 am

Hello Chesko, I have upgraded/ finished czech translation of MCM. I hope it would make it into this, probably last release. Good luck with fixing last bugs.

BTW shouldn't be now removed Exposure meter (future version) note?

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Cassie Boyle
 
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Post » Mon Sep 09, 2013 6:23 am

I was wondering if the new meters will be customizable? Like will we be able to rotate them 90deg and move them about the screen?

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Nancy RIP
 
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Post » Mon Sep 09, 2013 3:12 pm

2.5 is finished and tested.
Please see https://www.evernote.com/shard/s53/sh/620f040e-1da1-498b-8b42-310136412c35/8c3838909920bc9a18f72f20b60051c1 for full patch notes.
You should be able to upgrade directly to this version from whatever version you are currently using. That being said, please back up your save games just in case.
Please see https://sites.google.com/site/skyrimsurvivorseries/frostfall/skseskyui for details on the new Weathersense Gem.
Please see https://sites.google.com/site/skyrimsurvivorseries/frostfall/spells for details on all of the new spells.
It's up on Skyrim Nexus, enjoy!

They are pretty customizable, yes. You cannot rotate them.

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Soku Nyorah
 
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Post » Mon Sep 09, 2013 5:19 am

Edit: Frostfall is now too big for Steam Workshop. I will be able to get it up there soon after using DDSOpt. I will probably do this for the next point release. If you aren't willing to wait a few weeks on that, please transition over to the Skyrim Nexus version of the mod instead. Thank you.

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Javaun Thompson
 
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