[RELZ] Ambient Temperature

Post » Sat Feb 12, 2011 8:40 pm

Ambient Temperature
http://www.fallout3nexus.com/downloads/file.php?id=13430


This mod creates ambient air temperature and relative humidity globals based on month, time of day, location, and some randomness. An optional .esp will display the temperature and humidity on your HUD in either Fahrenheit or Celsius.

The .esm that adds the globals does not require FOSE, but will not display the temperature or humidity, and is meant purely as a resource for other mods. If you are using FOSE, you can also use the optional .esp file to display the current air temperature and humidity on your HUD, adding to immersion.

Stats are based on DC and Anchorage area weather statistics pulled from weather.com and other sources. At the moment, they are entirely based on statistics, and independent of whatever the current Fallout weather is, but if the weather mod you're using takes time of year into account, the two should be in agreement. When I get the chance (or if a weather modder wants to take a crack at it) this mod could be incorporated into a weather mod. Basing weather on temperature, rather than the other way around, would keep the stats accurate.

Apart from some added immersion, this mod can be used to enhance any mod where temperature might come into play. Just add the .esm to your load order, include it as a master for your mod (similar to using CRAFT or CALIBR), then use the Ambient Temperature globals in your scripts (read only please).

The globals are:

AmbientTemperature - Current air temperature

RelativeHumidity - Current relative humidity

HeatIndex - Perceived temperature (higher humidity makes it "feel" hotter). Use this value instead of AmbientTemperature for things like player fatigue, dehydration rates, etc.

DewPoint - Temperature at which fog would form given the current humidity level. Use this to trigger fog visuals in a weather mod, or to trigger breath clouds.


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Some examples:
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In a basic needs mod, rate of dehydration could be increased on hot days.

In a weapons overhaul, higher temperatures mean less dense air, leading to better range and higher damage (though I'm not sure how you would implement that).

In Powered Power Armor, ambient temperature effects the heating and cooling of power armor.

In a weather mod, it could be used to determine whether it rains or snows.


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LIST OF COMPATIBLE MODS
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Powered Power Armor
http://www.fallout3nexus.com/downloads/file.php?id=13361
Effect power armor heating and cooling.

Coming soon:

Imp's More Complex Needs
http://www.fallout3nexus.com/downloads/file.php?id=11418
Will effect the rate of dehydration.




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Installation
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To install the .esm for use in other mods, add Ambient Temperature.esm to your load order. Also add Ambient Temperature - OA.esp if you are using the Operation Anchorage DLC.


To install the optional HUD gauge, first install FOSE:
fose.silverlock.org

Copy Ambient Temperature HUD.esp and the \menus folder to your data directory, merging folders.

Browse to data\menus\main\hud_main_menu.xml

If that file is there, open it in a text editor, scroll to the bottom, and just above the last line () add the line:


Save and close the file.

If that file or folder was not there, browse to data\menus\prefabs\main\hud_main_menu.xml

Drag that file (and the \main folder if necessary) to add hud_main_menu.xml to data\menus\main

That completes installation. An item named | Ambient Temperature | will be added to the armor section of your inventory. Clicking on it will bring up a config menu that will allow you to show/hide the HUD gauge, change from Fahrenheit to Celsius, and set the hotkey used to access the config menu, and to reposition the HUD gauge (the default key is "*" on the numeric keypad). Note that if you later install a mod that modifies hud_main_menu.xml, you will need to repeat the process of adding the

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Uninstall
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If you only installed the .esm, just delete it from your \data folder.

If you installed the optional HUD gauge, delete the .esm and .esp, delete the folder \data\menus\prefabs\AT, and open \data\menus\main\hud_main_menu.xml in a text editor. Scroll to the bottom, and delete the line . Save and close.


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Changelog
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R1.1

Converted temperature calculations from If/Else statements to equations for smoother transitions

Added relative humidity

Added Anchorage, AK data for OA DLC

Added Heat Index calculation

Added Dew Point calculation
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x a million...
 
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Post » Sun Feb 13, 2011 2:24 am

Huh - hmmm - looks interesting.

But the examples listed:
In a basic needs mod, rate of dehydration could be increased on hot days.

In a weapons overhaul, higher temperatures mean less dense air, leading to better range and higher damage (though I'm not sure how you would implement that).

In Powered Power Armor, ambient temperature effects the heating and cooling of power armor.

In a weather mod, it could be used to determine whether it rains or snows.
These are not implemented - just if a modder wanted to have this as a master then they could be in those mods?

I just saw your immersion/Needs mod and it works with FWE if PN is turned off - gonna try that.

Not sure if your an Oblivion player but Duke Patrick made a http://www.gamesas.com/index.php?/topic/1105098-relz-duke-patricks-basic-hypothermia-ii-thread-2 that does take temperature into game play effect. If overheated and overclothed you could pass out. if cold and under clothed you will shiver (the screen shakes and teeth pvssyr) and eventually pass out. All with screen effects. Are there mechanisms like that in this or your needs mod?

Then I assume that it is designed to work with the vanilla landscape and setting. I'm thinking of http://www.fallout3nexus.com/downloads/file.php?id=6654 and http://www.fallout3nexus.com/downloads/file.php?id=10815 and such.
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michael flanigan
 
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Post » Sat Feb 12, 2011 4:20 pm

For now it's mostly just eye candy, but it's integrated into Powered Power Armor, and the IMCN patch will be out with the next release of that mod (probably tomorrow.) The advantage of having the temperature as part of a single master file is that, if used, it would be consistent across all mods.

Arwen mentioned the hypothermia mod a while back. I came across some data for calculating wind chill factor and the extra heat lost because of wet clothes, that could be useful. There's a fair amount of data that makes up the Fallout weather types - temperature and humidity aren't listed, but wind speed is, although I think it may be a constant value for each weather type, meaning I would probably want to add it into this mod's scope. A hypothermia mod though would be a compatibility nightmare, unless you based your assumptions about how warming something is solely on the garment's weight.

I'd like to add in breath fog. One way to do it would be to add tokens to all NPCs via ref walk, with scripts that used placeatme to spawn the clouds. Don't know if there's a stock model I could use for that - does the smoking animation include an exhaled cloud of smoke?

Edit -

Somehow working FOWE and either Summer or Desert Retextures into a weather mod along with Ambient Temperature would be amazing - actual, convincing seasons.

Also, if you do try out IMCN, it will automatically disable the Primary Needs that's part of either FWE or RiPnO.
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Lori Joe
 
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Post » Sun Feb 13, 2011 5:33 am

I believe the way Duke did the cold protection was that any mod that added clothing that had the word 'cloak' in it that you would get protection - that and the presence of fire.

Not familiar with heat sources and such with his mod though as I've not closed a gate with it yet.

Very inventive guy that SpookFX.
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Jon O
 
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Post » Sun Feb 13, 2011 6:05 am

For really cold weather it doesn't look like there's much in Fallout to offer protection. You could maybe say that power armor was climate controlled, but everything else seems sort of all-weather.
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Jennifer Rose
 
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Post » Sat Feb 12, 2011 11:41 pm

For really cold weather it doesn't look like there's much in Fallout to offer protection. You could maybe say that power armor was climate controlled, but everything else seems sort of all-weather.


Just the winterized armor from anchorage, stealth suit must have had some protection. Some default armor seems to have some protection, long sleeves etc, regular combat armor looks as if it would be somewhat warm, although it has short sleeves.
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Scarlet Devil
 
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Post » Sun Feb 13, 2011 12:25 am

There's also General Chase's Overcoat and the BOS scribe uniforms. You might be OK for a little while in combat armor, but any raider's gonna freeze. Winterized raider outfits would be cool. If I figure out how to do the breath thing, I could probably piggyback winter outfits into the inventories of NPCs during the ref walks, if someone could suggest some.
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LijLuva
 
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Post » Sat Feb 12, 2011 9:21 pm

There's also General Chase's Overcoat and the BOS scribe uniforms. You might be OK for a little while in combat armor, but any raider's gonna freeze. Winterized raider outfits would be cool. If I figure out how to do the breath thing, I could probably piggyback winter outfits into the inventories of NPCs during the ref walks, if someone could suggest some.


Just thinking about the DLC's The Pitt should get a lot colder than DC in the winters, I think everyone there is in trouble.
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Amie Mccubbing
 
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Post » Sun Feb 13, 2011 4:34 am

They're working in a steel mill though, its hot in there.

I put up that post about the ref walk resource. I could use it to put a token with a script in the inventory of every NPC that the player encounters. One use for that (apart from breath fog) would be to implement scripts that keep track of what the temperature is and make sure that NPCs are dressed accordingly. I'm assuming that power armor is climate controlled, so that wouldn't change, but the raiders would all end up wearing Iconoclast armor or maybe something custom on cold days, and other armors when its hot. The Merc Charmer (male anyway) and Troublemaker (male and female) armors look pretty warm too. Merc Grunt and maybe Cruiser armor would come out when its really hot. All of the combat armors look OK for temperate to hot days, but it would be great if there were some retextured versions of OA's winterized combat armor for Tenpenny Security, Talon Company, and the Rangers.
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stacy hamilton
 
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