Mods that make weather more dangerous

Post » Sun Feb 21, 2016 6:32 am

Hello,


I would like to add a mod that will make weather more dangerous for player. I know that http://home.earthlink.net/~cyran0/SeriousWeather.htm by cyran0 is classic. Then there is http://www.nexusmods.com/morrowind/mods/42265/? by Dopey Fish. Recently also http://www.nexusmods.com/morrowind/mods/43989/? came out.



It seems that Serious weather and Damaging weather are quite similar. Damaging weather is perhaps a bit more penalising. I'm just not sure why Serious weather's global script is started by activator instead of StartScript (I suppose it is done so to be compatible with MW only, but Tribunal is pretty much standard these days). Weathering weather seems to be most detailed and also most penalising, which is something I like.



I would like to ask you if you have tried any of the mods and if you can recommend them.



Thanks in advance.

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Sandeep Khatkar
 
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Post » Sun Feb 21, 2016 11:52 am

I like serious weather. As you say, it has heavy penalties for wandering out in a storm which is exactly how I want it to be. It's what I am planning on using as a base for OAAB. Main thing it's missing are protective garbs, which is what I want to add.

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jenny goodwin
 
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Post » Sat Feb 20, 2016 10:52 pm

I've only used Serious Weather and recommend it all the time. The weather effects strike me as matching game lore - it can be disorienting to see, tires one out, diminishes ability to cast spells and has damage effects. I doubt I'd use a mod that increased those penalties.

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Rob Davidson
 
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Post » Sat Feb 20, 2016 10:20 pm

I don't like heavy scripting in my game, but I use http://mw.modhistory.com/download-15-9229 mod, with which player can get diseased when walking in the blight storm. This feature was supposed to be in the vanilla game, after all.

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Jeff Tingler
 
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Post » Sat Feb 20, 2016 9:10 pm

I recommend serious weather, it's the most comprehensive and pretty lightweight script-wise.


I played with weathering weather, it's okay -- it limits your fatigue in weather based on resists. I think in ash storms you're only ever at 50% of your total fatigue. I stopped using it since it was never really finished, and the missing fatigue wasn't that noticeable of a penalty.

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Spooky Angel
 
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Post » Sun Feb 21, 2016 3:26 am

I'm still searching for a mod that adds a real threat to harsh weather conditions. I recently used Erin's Improved Weather alongside dopey's Weathering Weather and abot's Thunder's and Lightning, with Erin's mod being the base. Eventually I found it too easy. Didn't know about Serious Weather, but I'll give it a shot, maybe in additon to Erin's Weather, even though Erin warns about combining them. Well, maybe I'm a "masochist" (Erin about people combining his mod with other weather mods), but to me Morrowind cannot be hard enough.



Along the way I also found Ortorin's Damaging Weather (which I found too simple and easy) and Endrek's Weather Effects. This one I didn't try, it looks very similar to Serious Weather, but without the regional changes.



I would be happy to have some more choice, so if you are going to make a comprehensive weather mod it would be very appreciated. It would also be nice to have it in some different flavours of difficulty, given that other people might not enjoy the same level of maschism as I seem to do.



I do not yet have the permission to post links in this forum. You can find abot's mod on his site, all the others are on the nexus, apart from Endrek's mod which is on MMH.

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Milad Hajipour
 
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Post » Sat Feb 20, 2016 10:13 pm

I was going suggest abot's http://abitoftaste.altervista.org/morrowind/index.php?option=content&Itemid=10&task=view&id=24&-Thunders-Lightnings, but Krokantor was there first. However let us not forget Jac's http://www.fliggerty.com/phpBB3/viewtopic.php?t=1885 that inspired the former.



Erin's mod uses my scripts (with permission) for the weather effects, but I don't think she altered the regional weather patterns. So if you are looking for a mod that does not include features that you may not want, but just introduces adverse weather effects http://modsreloaded.com/erins-improved-weather may be a good choice.

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Kanaoka
 
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Post » Sun Feb 21, 2016 3:39 am

No, Erin's mod does not alter the regional weather. As this is a nice feature I would like to use both your Serious Weather and Erin's in conjunction. Are they compatible? Wouldn't like to have some script errors in my game.

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naana
 
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Post » Sat Feb 20, 2016 11:59 pm

Erin's readme claims our mods are compatible, but I am not certain. If she changes the names of my scripts and spells (that seems likely but I do not have her mod to confirm in the editor), then both of our scripts will run simultaneously and the adverse weather effects will stack making for a pretty brutal time outdoors. At best our mods are redundant so there is no need to run both. If you want altered regional weather then use Serious Weather, if you want only adverse weather effects then use Erin's Improved Weather.

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Sweet Blighty
 
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Post » Sun Feb 21, 2016 8:40 am

The readme for Serious Weather says that blight infections from storms are no longer a part of the mod in v1.10. What was the reason for their removal? How does the MCP changes to blight storms affect mods that add a chance of catching blight from storms?



How reliable is the detection of the player character's resistance to e.g. frost and blight disease? I noticed that different mods use different methods of measuring resistances and changing negative effects based upon said resistances.

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Alyce Argabright
 
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Post » Sun Feb 21, 2016 8:11 am

Originally the mod was intended to fix the official blight disease bug and re-introduce the possibility of contracting blight disease through exposure to blight storms when traveling in the Red Mountain region. Then it seemed natural to introduce other consequences for traveling in adverse weather. Of course it was necessary to adjust Red Mountain's weather for after the player stops the Blight in the main quest (Apparently Bethesda did not expect us to play the game after the main quest was completed). From there it was a short step to creating a more logical climate for the other regions of Vvardenfell... so the mod became yet another victim of mission creep.



I can appreciate that some players object to packing too many features into a single mod since they may not want some of them added to their game. Some years back I pitched the idea of acquired disease immunity, but was met with indifference. Since I had not worked out exactly how I might manage it I was happy to leave the concept on the back burner. When I eventually returned to the idea a year ago it seemed reasonable to fold the fix for blight disease into that mod and let Serious Weather be strictly a weather mod.



Of course, by that time the Morrowind Code Patch had fixed the official bug so that feature was mostly moot1. However I wanted to retain the possibility of the player contracting blight from the storms so that is still possible with http://home.earthlink.net/~cyran0/AcquiredImmunity.htm except now once the player is infected with blight (or any common) disease he she will develop immunity to it in future exposure to the same disease.



I do not have any special understanding about how the game manages resistance. I did not know there was a problem with it - I have always assumed it worked as one would expect. Since my test character is Redguard (inherent common disease resistance) it is something I am not likely to notice when testing mods. However my script merely checks for the existence of racial or other disease resistances - it does not actually depend on their working, but for the purposes of the mod they always will. This is also true for the adverse weather effects in Serious Weather (and I expect Erin's mod as well). The script checks to see if the player is under the influence of resist frost spell effects - it does not matter how the game engine manages it since the player freezing to death is handled through the script.




1 Well perhaps it does... honestly, I don't know how the Morrowind Code Patch works it magic, and based on this description of the feature, perhaps it does not fix the problem I was first made aware of:





That may be the case, and to be certain it is a good thing to fix. However the problem I was alluding to was how 'curing' blight disease at a shrine (and perhaps by spell or potions as well, I do not recall the details) the spell (disease) effect was removed, but not the actual spell. The game engine would perpetually see the player as already 'diseased' and would not add a new disease to the player - in effect it gave the player immunity to all diseases except to the scripted corprus disease.



As read, the code patch's fix will have no effect on Acquired Immunity's feature of exposing the player to blight disease during blight storms. And if does fix the other problem then, well... 'belt and suspenders' - the player is certain not to 'suffer' under that false immunity to disease.

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Lavender Brown
 
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Post » Sun Feb 21, 2016 12:16 pm

So I finally get around to do some checking of the available mods:



Ortorin damaging weather (middle script weight mod)

penalty for thunderstorms, ash storms, blight storms, snow storms and blizzards


usually fatigue lost, some damage via spell effect, immunity based on race

Blight infections (light script weight mod)

4 possible diseases in blight storm

Serious weather (middle script weight mod)


penalty for ashstorms ,blight storms ,blizzards

damage via script

modifies weather patterns after defeat of Ur

Weathering Weather (heavy script weight mod)

complex fatigue loss

4 possible diseases to catch

penalty for rain, thunderstorm, ashstorm, blightstorm, snow, blizzard

Erin's improved weather (middle script weight mod)

penalty for ashstorm,blight storm,blizzard, thunderstorm

damage via spell effects

modifies weather patterns after defeat of Ur

4 possible diseases to catch

Endrek weather effects (light script weight mod)

penalties for ashstorm,blight storm,blizzard


(also gives blindness + night eye = same visibility, but worse chance to hit)



I did not check the spell effects itself much.



Now I personally would prefer something that makes more penalties. I really like the detailed fatigue penalty system in weathering weather, but the script seems a bit too heavy to me. What I would imagine is basically Erin's mod as base plus some expansions.



penalty for:


rain - fatigue light


thunderstorm - fatigue medium, blindness + night eye light


ashstorm - fatigue heavy, blindness + night eye medium, disease low


blightstorm - fatigue heavy, blindness + night eye heavy, fire damage, disease medium


snow - fatigue medium, blindness + night eye medium, cold damage very light?


blizzard- fatigue heavy, blindness + night eye heavy, cold damage



plus abot's lightnings for more fun in thunderstorm.



What do you think?

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Sammygirl500
 
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Post » Sun Feb 21, 2016 8:30 am

personally I use Erin_Weather tweaked to add storm effects also when deep diving or high flying, and changed wet effect a little e.g. burden, resist fire, weakness to shock...
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Rude_Bitch_420
 
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Post » Sun Feb 21, 2016 7:32 am


That sounds very good! Have you thought about releasing it? Or merging it with lightning mod?

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Marnesia Steele
 
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Post » Sun Feb 21, 2016 10:32 am

weathering weather actually doesn't have much a performance hit, though it is complex script. I like that various resists will decrease the fatigue drain penalty. it's just that on the whole, it's kind of cosmetic as fatigue penalties aren't that difficult to overcome with a couple simple enchantments/spells, etc. of course, playing as a nord more or less negates most rain and snow penalties from their resists. I just wish that dopey would finish it up, since there were more things that he was adding like increased exposure and clothing modifiers.



serious weather works well enough for the bad weather though.

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Natasha Callaghan
 
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