[REL] Frostfall - Thread 10 - Status: 2.3 Released

Post » Sun Apr 07, 2013 9:44 pm

? Skyrim Survivor Series ?

F r o s t f a l l

Hypothermia ? Camping ? Survival



Frostfall adds cold weather survival gameplay elements to Skyrim.


Compatible with:
Dawnguard | Hearthfire | Dragonborn

https://sites.google.com/site/skyrimsurvivorseries/frostfall/how-to-play

Click the link above for complete Installation and Upgrade Details. This website is the new home of Frostfall, and the Skyrim Survivor Series.



? Downloads ?


http://skyrim.nexusmods.com/mods/11163

http://steamcommunity.com/sharedfiles/filedetails/?id=13685


https://www.evernote.com/shard/s53/sh/620f040e-1da1-498b-8b42-310136412c35/8c3838909920bc9a18f72f20b60051c1



http://steamcommunity.com/sharedfiles/filedetails/?id=120499342 (improves the position of quivers when worn with a backpack)

Quick Links:
https://sites.google.com/site/skyrimsurvivorseries/frostfall/a-message-to-new-players
https://sites.google.com/site/skyrimsurvivorseries/frostfall/how-to-play
https://sites.google.com/site/skyrimsurvivorseries/frostfall/gameplay-overview
https://sites.google.com/site/skyrimsurvivorseries/frostfall/using-presets
https://sites.google.com/site/skyrimsurvivorseries/frostfall/survival-basics-exposure
https://sites.google.com/site/skyrimsurvivorseries/frostfall/survival-basics-cold-water
https://sites.google.com/site/skyrimsurvivorseries/frostfall/survival-basics-harvesting-wood
https://sites.google.com/site/skyrimsurvivorseries/frostfall/survival-basics-equipment
https://sites.google.com/site/skyrimsurvivorseries/frostfall/w-e-a-r
https://sites.google.com/site/skyrimsurvivorseries/frostfall/skyre
https://sites.google.com/site/skyrimsurvivorseries/frostfall/troubleshooting
https://sites.google.com/site/skyrimsurvivorseries/frostfall/compatibility
https://sites.google.com/site/skyrimsurvivorseries/frostfall/faq
https://sites.google.com/site/skyrimsurvivorseries/frostfall/how-to-uninstall
https://sites.google.com/site/skyrimsurvivorseries/frostfall/appendix
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Gen Daley
 
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Post » Mon Apr 08, 2013 12:12 am

Hi Chesko. I see that the upcoming 2.3 release will fix the hotkeys issue-- thank you very much for that! I also see that you haven't been able to reproduce the "Bows lying inside a tent don't always clean up / disappear correctly" issue; however I can say that's happened to me at least twice or thrice that I can remember; let me see if I can somehow reproduce it for you consistently or not.
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Unstoppable Judge
 
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Post » Mon Apr 08, 2013 4:17 am

The last thread was http://www.gamesas.com/topic/1440924-rel-frostfall-hypothermia-camping-survival-thread-9-status-22-released

Frostfall 2.3 is currently being worked on and will probably be released this weekend.

Done
* The hand warming animation trigger rate has been drastically improved. It should now "just work" much more often. Most of the logic now lies in spell condition functions instead of a script. It will only work when you are not at +20 exposure. If you are completely warm, it will not trigger.
* Walking sticks have been given an upgrade in both https://plus.google.com/u/2/photos/108923313255456168076/albums/5856311648287282849/5856311712983655746 and https://plus.google.com/u/2/photos/108923313255456168076/albums/5856311648287282849/5856311646333945010. They now have a more functional purpose. See links for gallery. Walking Sticks now grant a 10% bonus to movement speed when held in the right hand (weapon out) while outdoors. Its damage has been bumped from 8 to 9. It can be tempered with 2x Leather Strip. It can now be enchanted (I believe it could be before, but now I'm sure of it).
* Stone arrows have been bumped up to 9 damage, which is 1 more than iron and 1 less than steel.
* I have changed the naming convention of my backpacks and cloaks back to using a comma (example: "Backpack, Brown Fur"). I have added a Customizable Favorites Menu configuration guide to my Compatibility page. I also have a sample default CFM config file for you to download for your convenience.
* When pitching a tent in an indoor location (dungeons, so on) the tent graphic no longer appears. You will place only the bedroll(s) and other ground clutter / lanterns.
* Smelters are now considered a heat source.
* Inns are now warm throughout the inn, not just near the hearth. You can move about freely and continue to warm up.
* Sleeping in inns should now have you waking up warm.
* Sleeping in a tent near a fire should have you waking up at least comfortable, if not warm.
* Fixed a critical bug: Lying down in a tent and selecting "Sleep" while on the Dark Brotherhood entrance quest could break the game. Selecting "Lie down" while on this quest will now simply bring up the sleep menu.
* Fixed a critical bug: Lying down in a tent and selecting "Sleep" while on Solstheim during a certain part of the DB main questline could break the game. Selecting "Lie down" while on this quest will now simply bring up the sleep menu.
* Implemented a new way to check the slots a piece of gear uses, and using this to filter equipment regardless of keyword usage. This will fix the "Bandoliers as Gloves" issues for all versions of the Bandoliers plugins, as well as other equipment that might fall into this category.
* The player alias for the main Frostfall background quest is now set to non-optional. This should prevent the clothing script from reinitializing on game load, which may have been causing some users to find that their default WEAR protection for certain modded gear (cloaks, Immersive Armors, etc) wasn't working correctly.
* Tents now correctly prevent you from entering first-person view when sitting or lying down.
* Fixed an incompatibility with Open Cities: the interior of Solitude should no longer be "frigid and deadly".
* Frostfall hot keys should no longer function if the mod is shut down.
* The Nightingale armor now provides a Hide Cloak bonus on top of the normal Standard exposure protection.
* Support added for new Cloaks of Skyrim and Wet and Cold cloaks.
* Exposure protection when in beast form has been doubled.
* "FrostfallBackpack" keyword has been added to all backpacks, for any carry weight mods that might need to detect these backpacks easily.

To-Do
* Implement alternative swimming detection system that works better than the current system.
* Fix issue where the MCM occasionally forgets the hotkeys.
* Allow user to default MCM hotkeys to "nothing".
* Add a tutorial pop-up message when sitting or lying down in a tent for the first time, informing the user of the importance of tents in different weather conditions.
* Improve the way things are handled when the user sleeps in a tent and the fire goes out sometime during the night.
* Put the translation files in the BSA archive instead of a loose file to get around an issue with the latest version of the Nexus Mod Manager; the NMM is not installing these files properly.
* Ensure Castle Volikhar fires are outputting heat.
* Ensure that werewolves can warm up near fires as normal.
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Patrick Gordon
 
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Post » Mon Apr 08, 2013 7:22 am

Hi Chesko. I see that the upcoming 2.3 release will fix the hotkeys issue-- thank you very much for that! I also see that you haven't been able to reproduce the "Bows lying inside a tent don't always clean up / disappear correctly" issue; however I can say that's happened to me at least twice or thrice that I can remember; let me see if I can somehow reproduce it for you consistently or not.

Reproduciblity, as well as your load order (chesko.tesmod@gmail.com), and the information on my Nexus page's bug report form are critical for me to be able to track this down and fix it. Thanks.
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Nicole M
 
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Post » Mon Apr 08, 2013 8:48 am

So when will you be adding the widgets for the new SkyUi so we can see how cold we are?
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Ashley Tamen
 
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Post » Mon Apr 08, 2013 11:30 am

I was thinking about how that could be done in the current system, by adding dummy effects. Currently the widget framework isn't fully documented so I don't think Chesko can just add them in as he chooses. But if you add a dummy effect with a duration to the player, it might work (ones without a duration don't appear ATM). Can you remove a specific magical effect which has a duration by script? Because for frigid water, you could add an effect with duration which runs out when you die, for example. That way you get a meter. Or for EP effects, it could be an effect with a very long duration, which is just removed and replaced by script when your EP level changes. Thus, choosing the effects corresponding to the icons you prefer from the ones already in SkyUI, you could have a scale indicating the player's level of exposure.
(Note that the alcohol warming effect already appears in the widget, so technically you've already got some)

That said, I quite like the immersive ways you've developed of letting the player know how cold they are. I'm undecided about which I would use.
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Bitter End
 
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Post » Mon Apr 08, 2013 7:46 am

Hi there!

I just found myself standing under a waterfall in a dungeon last night and noticed that I did'nt get wet! Have you considered adding the "Get-Wet"-Effect to waterfalls? Real waterfalls have lots of splashing going on around them, so you should get wet by just standing near one.

Is it possible to detect if the player is standing near a waterfall effect and then letting him get wet?
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josie treuberg
 
Posts: 3572
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Post » Mon Apr 08, 2013 2:35 am

Hi,
I`m currently using the 2.2b version of Frostfall (Skyrim 1.9.32), and started a new Char. The whole skyrim installation is new too. But my PapyrusLog give me some errors and warnings related to your mod. I just fought I ask you, maybe there is something I did wrong? 0o )

[03/21/2013 - 09:59:49AM] Cannot open store for class "PF__01018802", missing file?
[03/21/2013 - 09:59:49AM] Error: Unable to bind script PF__01018802 to (13018802) because their base types do not match
[03/21/2013 - 09:59:49AM] Cannot open store for class "PF__01022031", missing file?
[03/21/2013 - 09:59:49AM] Error: Unable to bind script PF__01022031 to (13022031) because their base types do not match
[03/21/2013 - 09:59:49AM] Cannot open store for class "jtest1", missing file?
[03/21/2013 - 09:59:57AM] Error: Property FrostfallArmor on script _de_compatibility attached to alias _DE_CompatibilityPlayer on quest _DE_Compatibility (130286F3) cannot be bound because alias DE_Player on quest _DE_Main_1_6 (13015CAE) is not the right type

[03/21/2013 - 09:59:57AM] Error: Unable to bind script PF__01018802 to (13018802) because their base types do not match
[03/21/2013 - 09:59:57AM] Error: Unable to bind script PF__01022031 to (13022031) because their base types do not match
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El Goose
 
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Post » Mon Apr 08, 2013 3:44 am

Hey Chesko, just a little something to point out. I'm at the Throat of the World at the point there you use the Elder Scroll to learn Dragonrend and I'm rapidly losing exposure points (my gear has only standard protection) I've had to restart that that twice and go find Fur Armor because I was about to freeze to death, might be a good idea to maybe disable exposure at that point seen as we don't have much control over our PC...just a thought :)
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Abi Emily
 
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Post » Mon Apr 08, 2013 9:06 am

my gear has only standard protection

I wouldn't fancy wearing a t-shirt at the top of Mt. Everest either :P

- Hypno
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Harry Leon
 
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Post » Mon Apr 08, 2013 2:14 am

Hello Chesko, first let me express my gratitude for making such an incredible mod, I've been playing with frostfall for quite awhile and it's really become an absolute requirement for playing Skyrim. That being said I'm having a problem I can't find a solution for, it's not showing up in the troubleshooting section of either the mod in game itself (through MCM) or in your web page and I'm hoping you can offer some assistance. I recently updated my Skyrim to the most recent patch, 1.9.32 I think it is, been playing for a couple hours with no issues but now I came to the point where I needed to set up camp, so I set it up and make my character "lie down" on a small hide tent, he lies down normally but right there something weird happens, the camera starts moving on its own, like circling around the tent, when it stops I get the menu asking what I want to do, I click on sleep and select the number of hours, I sleep normally but when the sleeping process ends I find my character kind of like crawling out of the tent on his own, or more like he slides out of the tent but mainaining the sleeping position, and I can't regain control of the camera and no menu pops up asking me what to do, if I then click the accept key (default e) the sleep menu shows up again but that's it, I can no longer get back control of my character, the camera gets fixed and I can't do anything but click esc and quit from the game, I never had that happen before, it happens with both advanced placement active and inactive, don't know if it's an issue on my part, maybe a compatibility thing with another mod or something to do with the new game version. Anyway thanks in advance for any help you could give and sorry for the trouble, just love your mod and can't play without it, I'll leave my load order just in case it might be of some help, cheers.

Load order:

Active Mod Files:
Spoiler
00  Skyrim.esm01  Update.esm02  Dawnguard.esm03  ClimatesOfTamriel.esm04  Lanterns Of Skyrim - All In One - Main.esm05  SPIKE.esm06  HighResTexturePack01.esp07  HighResTexturePack02.esp08  HighResTexturePack03.esp09  Unofficial Skyrim Patch.esp  [Version 1.3.1a]0A  Unofficial Dawnguard Patch.esp  [Version 1.2.1]0B  Unofficial High Resolution Patch.esp  [Version 1.1.1]0C  Chesko_Frostfall.esp0D  Better Dynamic Snow.esp0E  Rainbows.esp0F  BWS.esp10  Improved Combat Sounds v2.2.esp11  Rooster At Dawn v1.0.esp12  StaticMeshImprovementMod.esp13  83Willows_101BUGS_V4_LowRes.esp14  Prometheus_BeastSkeletons.esp15  Birdsclean.esp16  Birdsofskyrim.esp17  Bring Out Your Dead.esp  [Version 1.1.6]18  Chesko_WearableLantern.esp19  Chesko_WearableLantern_Guards.esp1A  Chesko_WearableLantern_Caravaner.esp1B  Immersive Brigands.esp1C  Immersive Dawnguard.esp1D  Immersive Factions.esp1E  Immersive Mercenaries.esp1F  Immersive Patrols.esp20  Immersive Travelers.esp21  Immersive Werewolves.esp22  Lanterns Of Skyrim - All In One - Climates of Tamriel - default.esp23  Realistic Wildlife Loot - Realistic.esp++  Realistic Wildlife Loot - Realistic - Dawnguard patch.esp24  Skyrim Flora Overhaul.esp25  SMDropLitTorch.esp26  YngolBarrowButtonFix.esp27  Character Creation Overhaul.esp28  Chesko_LoreBasedLoadingScreens.esp29  Footprints.esp2A  WetandCold.esp2B  SkyUI.esp2C  iHUD.esp2D  Cloaks.esp2E  Cloaks - Dawnguard.esp2F  1nivWICCloaks.esp  [Version 2.2]30  1nivWICSkyCloaksPatch.esp  [Version 2.2]31  Elemental Staves.esp32  imp_helm.esp33  imp_helm_dawn.esp34  imp_helm_imp.esp35  Lock Overhaul.esp36  DeadlyDragons.esp37  DeadlyDragonsArmory.esp38  SkyRe_Main.esp39  SkyRe_Combat.esp3A  SkyRe_CraftingFix.esp3B  SkyRe_EncounterZones.esp3C  SkyRe_EnemyAI.esp3D  SkyRe_EnemyScaling.esp3E  SkyRe_StandingStones.esp3F  SkyRe_Survivalism.esp40  ESFCompanions.esp  [Version 0.2.1]41  Gildergreen Regrown.esp  [Version 1.2.5]42  Run For Your Lives.esp  [Version 1.2.1]43  When Vampires Attack.esp  [Version 1.0.1]44  SkyrimChimneysRW.esp45  The Paarthurnax Dilemma.esp  [Version 1.2.3]46  Wyrmstooth.esp47  BlockSparkles.esp48  CCO - Oblivion Carry Weights.esp49  CCO - Permanent Birthsigns.esp4A  Distant Detail.esp4B  Guard Dialogue Overhaul.esp4C  SFO - Expanded Diversity.esp4D  dD - Enhanced Blood Main.esp4E  dD-Dawnguard-EBT Patch.esp4F  TheChoiceIsYours.esp50  TheChoiceIsYours_Dawnguard.esp51  Thieves Guild Requirements.esp52  RealisticRoomRental.esp53  Realistic Lighting Overhaul - Dungeons.esp54  Realistic Lighting Overhaul - Major City Exteriors.esp55  Realistic Lighting Overhaul - Major City Interiors.esp56  Realistic Lighting Overhaul - Dawnguard Interiors.esp57  Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp58  ClimatesOfTamriel-Dawnguard-Patch.esp59  RealisticNeedsandDiseases.esp5A  RND_Dawnguard-Patch.esp5B  RND_RWL-Patch.esp5C  RND_USKP-Patch.esp5D  DeadlySpellImpacts.esp5E  Realistic crime report radius.esp5F  CCO - Dynamic Skill Progression.esp60  GDO_Plugin_SkyRe.esp61  Acquisitive Soul Gems.esp62  Enhanced Soul Trap.esp63  Slightly Reduced Distance NPC Greetings.esp64  SPTConsistentOlderPeople.esp  [Version 1.3]65  Follower Trap Safety.esp++  moveitLWT.esp66  Alternate Start - Live Another Life.esp  [Version 2.2.2]67  CCO - Diverse Races And Genders.esp68  SkyRe_Races.esp69  WATER.esp6A  WATER Plants.esp6B  RND_Water-Patch.esp6C  MVABasic.esp6D  MVAIvarstead.esp6E  MVARorikstead.esp6F  NonEssentialChildren.esp70  Bashed Patch, 0.esp71  Automatic Variants.esp72  ReProccer.esp73  qotsafan's Miscellaneous ReProccer Patch.esp74  qotsafan's WIC ReProccer Patch.esp75  ReProccerNONPLAYERfix.esp
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Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Post » Mon Apr 08, 2013 6:51 am

Hi there!

I just found myself standing under a waterfall in a dungeon

Which one?

Hi,
I`m currently using the 2.2b version of Frostfall (Skyrim 1.9.32), and started a new Char. The whole skyrim installation is new too. But my PapyrusLog give me some errors and warnings related to your mod. I just fought I ask you, maybe there is something I did wrong?

That's fine. That's an error I haven't found a way to suppress but it seems to be harmless.


Hey Chesko, just a little something to point out. I'm at the Throat of the World at the point there you use the Elder Scroll to learn Dragonrend and I'm rapidly losing exposure points (my gear has only standard protection) I've had to restart that that twice and go find Fur Armor because I was about to freeze to death, might be a good idea to maybe disable exposure at that point seen as we don't have much control over our PC...just a thought :smile:

I will be making some minor adjustments to some quest areas such as this.


Hello Chesko, first let me express my gratitude for making such an incredible mod, I've been playing with frostfall for quite awhile and it's really become an absolute requirement for playing Skyrim. That being said I'm having a problem I can't find a solution for, it's not showing up in the troubleshooting section of either the mod in game itself (through MCM) or in your web page and I'm hoping you can offer some assistance. I recently updated my Skyrim to the most recent patch, 1.9.32 I think it is, been playing for a couple hours with no issues but now I came to the point where I needed to set up camp, so I set it up and make my character "lie down" on a small hide tent, he lies down normally but right there something weird happens

You may be happy to know that, for now, the Lie Down functionality of tents has been axed. More on that in my next post.

So when will you be adding the widgets for the new SkyUi so we can see how cold we are?

https://github.com/schlangster/skyui/wiki The Active Effects widgets are ill-suited for what Frostfall needs.
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Jeremy Kenney
 
Posts: 3293
Joined: Sun Aug 05, 2007 5:36 pm

Post » Mon Apr 08, 2013 11:33 am

Some recent changes:
  • The "Wait" and "Wait Until..." options from tents have been removed. Setting the timescale to a speed that fast without going through Skyrim's conventional Wait (with the T key) system leads to a ton of problems because of how many quests and maintenance scripts run at set game time intervals. This feature will never return because of this; it's too prone to making your game fail.
  • The "Lie Down" option now reads "Sleep". Selecting it immediately brings up the conventional Sleep menu, you no longer lie down in the tent. The reasons for this are several-fold:
    • Some users report animation difficulties / script timing issues (such as alecas82's issue, above). This honestly doesn't give me much heartburn because this almost always points back to an animation mod, custom race mod, and so on, that has somehow messed with the animation sublayer.
    • The Dark Brotherhood entrance quest and the Dragonborn main quest (while on Solstheim) can both render the game unplayable if lying down in a tent when these quests do their thing after you get done sleeping. I actually implemented a fix for both of these issues, but...
    • (The deal breaker) 1.9 introduced a bug whereby the Player's eyes will become glued shut if you attempt to use PlayerRef.MoveTo(AnyBedReference). I've tried everything under the sun to get around this issue, with no success. mfg reset, SetExpressionOverride(), reloading cells, the whole 9. Only two things seem to fix the issue; reloading your game, and "showracemenu", neither of which are acceptable as a work-around.
If a work-around or an official fix to the deal-breaker issue above comes about, lying down in tents might be possible again in the future.
  • Adjusted the price of all tents (some did not have a value, others were valued improperly)
  • Pitching a tent in an interior space now only places the bedrolls and ground clutter, not the tent itself, which I think looks a lot more natural. https://plus.google.com/photos/108923313255456168076/albums/5859901981101257793
  • A context tutorial message now appears when sitting in a tent for the first time.
  • Fixed an issue where a rare weather event in the Soul Cairn could make the player wet even though there was no precipitation.

So, every now and then, I get a report that says something to the effect of "I was using advanced placement mode, and all of the sudden the visualization graphic stuck at some strange angle / the tent hovers in the air." Well, this was a problem I was never able to reproduce. Until today.

Well, basically I have exposed an engine flaw in Skyrim, having tested this in various ways for hours. My slope detection works by shooting a ray at the ground 3 times, recording the height data of the collision, and calculating the slope based on that. In order to shoot the ray, I need 2 objects; an "emitter" and a "target". This is because the form of the Papyrus command for the .Cast() function requires a source and a target. So I move the source and target 3 times, shooting once at each location.

Well... sometimes the game just decides that it's not going to move the collision domain of an object moved using the MoveTo() function any more (the emitter and the receiver in this case). There's no rhyme or reason to it, it just happens. Even if you give the emitter and receiver 3D meshes (they are ordinarily invisible to you), you even see it moving around the 3D portion, but the collision domain just sticks there. This causes the ray to get fired from the same wrong location over and over and the visualization seems to "stick in the air" and "doesn't change the angle". And there's not a damn thing I can do about it, which is extremely irritating. I've tried moving the emitter and target to a distant cell, disabling and re-enabling them... you name it. No matter what I do the result is the same. The only thing that seems to fix the problem is going through a load door. (Not even reloading your game fixes the issue! ) And then it will start working until it happens at some other undefined time in the future.

Thankfully this doesn't happen often enough (I don't think) that it's a major deal breaker, but.... ooooooohhh. 5 hours of my time gone and I still can't fix it. Oh well.


As a consolation, you will now receive http://i.imgur.com/viVfyPI.jpg to let you know if something screwed up and to prompt you to fall back to simple placement if you like.

Also, your gauntlets will now be displayed inside your tent along with the rest of your gear when you sit down.
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Taylor Bakos
 
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Joined: Mon Jan 15, 2007 12:05 am

Post » Mon Apr 08, 2013 11:49 am

I have rebalanced the weight and value of tents. Leather tents have been given a significant weight advantage over Hide tents; they are also more valuable. This was to offset Hide's almost ubiquitous usefulness in the north, and also encourage adventuring more in the south before going to the north as the player's carry weight naturally increases over time.

I am looking into stocking leather tents at general vendors now. This should give new game players an easy starting point by being able to easily buy a lightweight tent that will be adequate for several hours of the early game until they're ready to move on to the upper Holds.

Small Leather Tent: weight 6, value 35
Small Leather Tent, 2x Bed Roll: weight 8, value 40

Small Hide Tent: weight 12, value 20

Large Leather Tent: weight 18, value 100
Large Leather Tent, 2x Bed Roll: weight 20, value 105
Large Leather Tent, 3x Bed Roll: weight 22, value 110

Large Hide Tent: weight 24, value 60
Large Hide Tent, 2x Bed Roll: weight 26, value 65
Large Hide Tent, 3x Bed Roll: weight 28, value 70
Large Hide Tent, 4x Bed Roll: weight 30, value 75
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Robyn Howlett
 
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Joined: Wed Aug 23, 2006 9:01 pm

Post » Mon Apr 08, 2013 4:50 am

What is the point of additional bed rolls? I haven't seen my followers sitting or lying on them
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Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Mon Apr 08, 2013 8:47 am

Chesko quick logistics question mate. Was the Wait and Wait until function setting the game time forward by using Gamehour.SetValue(), or some other method? :)
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Anthony Santillan
 
Posts: 3461
Joined: Sun Jul 01, 2007 6:42 am

Post » Mon Apr 08, 2013 12:11 am

Do you have a time table of when you plan on releasing 2.3?
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jasminε
 
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Joined: Mon Jan 29, 2007 4:12 am

Post » Sun Apr 07, 2013 11:05 pm

What is the point of additional bed rolls? I haven't seen my followers sitting or lying on them

I can say that I'm adding support for http://cloud-2.steampowered.com/ugc/900988606724647643/D698738D095DBE4302C909BFDBEFB4163FB1D2CA/, and I imagine many other follower mods and follower overhauls eventually will as well. It's a general need: the spares that Frostfall provides aren't conceptually any different than the bedrolls you find in a bandit lair, the spare beds in a house mod, etc. You the player should have some way of asking your follower to sleep in a near-by bed, and that goes beyond just the bedrolls provided by Frostfall--it's an element of general follower functionality.
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Je suis
 
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Post » Mon Apr 08, 2013 2:02 am

New feature: https://plus.google.com/photos/108923313255456168076/albums/5861184030527845185 will collect at your feet when drying off.

The effect looks better in-game because the puddle is shiny, like other puddles in the game. I did tweak the texture a bit so that it has an alpha channel so you can see through the puddle to make it more subtle.

It only appears when going from "drenched" to 'wet", only when you aren't moving, not sitting, and not mounted. So you won't leave strange water puddles behind when running in clear weather or when sitting in your tent. I also hope the effect is contextual enough and subtle enough that it won't look like you had an "accident". :P

The effect only appears if you have my drip shader turned on. Only one puddle will ever appear in the game at any one time, so you don't have to worry about them cluttering up the world. It disappears after 24 hours. It doesn't work on every surface you may stand on, so if you don't see it work immediately, just accept that it was not meant to be and it will be a nice atmospheric effect when it does happen.
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Sista Sila
 
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Post » Sun Apr 07, 2013 8:44 pm

What is the point of additional bed rolls? I haven't seen my followers sitting or lying on them

It's for future expansion. It will happen eventually.


Chesko quick logistics question mate. Was the Wait and Wait until function setting the game time forward by using Gamehour.SetValue(), or some other method? :smile:

It was using Timescale.SetValue(3600). Bad idea on my part.


Do you have a time table of when you plan on releasing 2.3?

No.


I can say that I'm adding support for http://cloud-2.steampowered.com/ugc/900988606724647643/D698738D095DBE4302C909BFDBEFB4163FB1D2CA/, and I imagine many other follower mods and follower overhauls eventually will as well. It's a general need: the spares that Frostfall provides aren't conceptually any different than the bedrolls you find in a bandit lair, the spare beds in a house mod, etc. You the player should have some way of asking your follower to sleep in a near-by bed, and that goes beyond just the bedrolls provided by Frostfall--it's an element of general follower functionality.

Sweet! And yes, I agree. As a custom "companion" author, you will have to do this yourself as part of your intended feature set. In the future for general followers, I will be implementing a framework (which was discussed before) for allowing this to happen for normal vanilla followers as part of the Follower Update, among other follower interaction features.
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saharen beauty
 
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Post » Mon Apr 08, 2013 10:15 am

New feature: tent cut-through mode. This will be toggleable. This gets around the whole "I can't see in my tent the camera is blocked" problem. You'll always be able to see your character when in a tent. This is still WIP but so far so good. http://i.imgur.com/hwmQZBF.jpg http://i.imgur.com/KHp5PXm.jpg
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Darlene DIllow
 
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Post » Mon Apr 08, 2013 6:37 am

Hey Chesko thanks for the reply, just one more question, should I wait for the next update before continuing the game or is it safe to deactivate the mod temporarily until you release the update? Which by the way it's looking great, thanks and keep up with your excellent work.
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Steve Smith
 
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Post » Sun Apr 07, 2013 9:20 pm

. http://i.imgur.com/hwmQZBF.jpg http://i.imgur.com/KHp5PXm.jpg
That looks really nice.
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lolly13
 
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Post » Mon Apr 08, 2013 12:50 am

New feature: tent cut-through mode. This will be toggleable. This gets around the whole "I can't see in my tent the camera is blocked" problem. You'll always be able to see your character when in a tent. This is still WIP but so far so good. http://i.imgur.com/hwmQZBF.jpg http://i.imgur.com/KHp5PXm.jpg

That looks pretty good. Keep up the good work!
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ShOrty
 
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Joined: Sun Jul 02, 2006 8:15 pm

Post » Mon Apr 08, 2013 6:21 am

Hey Chesko thanks for the reply, just one more question, should I wait for the next update before continuing the game or is it safe to deactivate the mod temporarily until you release the update? Which by the way it's looking great, thanks and keep up with your excellent work.

You can keep using the current version.
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Ross Thomas
 
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