[Relz] Duke Patrick's Basic Hypothermia II

Post » Wed Dec 08, 2010 1:33 am

Not sure if this will help but I found a bug where the insulation to cold scripts started before the master scripts would start. That could throw off the calculations. This bug was new to the last REV (not in previous REV). But I fixed it now and this will be in the next REV. Let me know if it helps. The new REV may be up in an hour or two.



Does this mod adjust itself when the player reverts back to an older save? I was just about to get hit with heat penalties, but I noticed that as I was standing next to Gweden farm I was recieving a -10 chill rate. I waited for 11 hours, and I was suffering severe hypothermia. I decided to revert back to the autosave just before waiting to try a different way to pass time, and now my character's temperature is just below 100%. Did anyone else notice this?

It may be due to my timescale of 1. For every hour I wait in game, every real-time minute is calculated. on the other hand, waiting for hours in a breeze could do that too.

Edit: I just entered an interior, and was cooked alive by candles and a fireplace. In less than ten seconds, I went from below 100% temperature and slight chill to first level hyperthermia penalties. That's from -10 rate to over 900 rate. The warming gradient needs to be tweaked.

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SamanthaLove
 
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Post » Wed Dec 08, 2010 12:32 pm

Not sure if this will help but I found a bug where the insulation to cold scripts started before the master scripts would start. That could throw off the calculations. This bug was new to the last REV (not in previous REV). But I fixed it now and this will be in the next REV. Let me know if it helps. The new REV may be up in an hour or two.


Will check it out when you release it. The current mechanism is so bad that if I am in a room with a fireplace, I can expect character death within 5 minutes. I can't even sleep inside anymore. Note that this is with the default character multiplier (1). Here is a section from my INI file:


set aadpThermoStats.CardioWarm to 0.0002	;0.0002set aadpThermoStats.FireWarm to 0.00030		;0.00055set aadpThermoStats.WetWaterChill to 0.00030	;0.00015set aadpThermoStats.WetEvapChill to 0.0030	;0.0015


The default values are in the comments to the right of the script variables. I've increased the chill factors and decreased the fire warming factor, but it's still severe. Someone else earlier reported similar events.
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Nitol Ahmed
 
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Post » Wed Dec 08, 2010 7:49 am

You did do a clean install right?

Sure you did...anyway I am trying to get this REV done but there is one dam hard bug I cannot find after 3 hours of testing.
When I go indoors, then outdoors again the Rate gets stuck at a "getting hotter" rate of about .72.

This is driving me crazy as I went over each script line by line. I will find it but this is going to take more time than I thought.
I will report the just as soon as I fix this.


Will check it out when you release it. The current mechanism is so bad that if I am in a room with a fireplace, I can expect character death within 5 minutes. I can't even sleep inside anymore. Note that this is with the default character multiplier (1). Here is a section from my INI file:


set aadpThermoStats.CardioWarm to 0.0002	;0.0002set aadpThermoStats.FireWarm to 0.00030		;0.00055set aadpThermoStats.WetWaterChill to 0.00030	;0.00015set aadpThermoStats.WetEvapChill to 0.0030	;0.0015


The default values are in the comments to the right of the script variables. I've increased the chill factors and decreased the fire warming factor, but it's still severe. Someone else earlier reported similar events.

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TIhIsmc L Griot
 
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Post » Wed Dec 08, 2010 9:42 am

Found the buggger!

it was such a dumb mistake I do not even want to talk about it.... :glare:
Suffice to say this may solve a lot of mod issues now, we will see.

Anyway I will be uploading in 15 minutes to Tes Alliance.


YOU MUST DO A CLEAN INSTALL OF THIS REV 2.1.1!

Rev 2.1.1 (same as 2.1 but 2.1 had a corrupt file in the zip.)

Rev 2.1 Fixed a bug that created some very strange events in the game with the RATE. Water is now colder (be sure to use the new INI file) and there is an optional timer now before the fire warm up kicks into a FAST RATE. Set to 0 if you do not want to use it at all. Cooling down is now much faster if your take off your insulation (shirt, torso armor and cloak) and stand/sit still.
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Kat Stewart
 
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Post » Wed Dec 08, 2010 3:37 pm

Thank you for the effort to fix this problem! To be honest, all of my reports were from REV 2--the build I was using the moment I first posted on this thread. I've already prepared for a proper clean save, so I'll play the new revision and report back on any terrible issues.

Edit: Just looked through some scripts, and it seems as though one's dedicated to taking away cooling and warming bonuses from vampires. They still suffer from temperature though, right?
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Danial Zachery
 
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Post » Wed Dec 08, 2010 2:35 pm

no, Vampires do not get hot or cold sickness....they are dead!

Also I have a new defult setting:

I suggest to use this for now:

;can be set from .01 to 10
;Set it to .01 for slower drain of body heat results and 10 for faster drain results while sleeping or waiting.
set aadpThermoStats.SleepThermalScale to .05

or

set aadpThermoStats.SleepThermalScale to .5

See which one is best for you.


Thank you for the effort to fix this problem! To be honest, all of my reports were from REV 2--the build I was using the moment I first posted on this thread. I've already prepared for a proper clean save, so I'll play the new revision and report back on any terrible issues.

Edit: Just looked through some scripts, and it seems as though one's dedicated to taking away cooling and warming bonuses from vampires. They still suffer from temperature though, right?

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Louise Andrew
 
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Post » Wed Dec 08, 2010 4:00 am

Still has the "rate gets stuck " bug :banghead:
This is driving me crazy...This bug seems to pop up after the player experiences a drastic change in rate.

For now the file is not available until I solve this. I will not upload until I am sure this time so this may be a while. I apologize.

Rate gets stuck bug is when the RATE and the Core % no longer change. The rate is stuck at a low level like -10 and the Core % is stuck at a high level like 140. This will mean that you will try to cool off but never can.
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Veronica Flores
 
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Post » Wed Dec 08, 2010 6:09 am

Sigh, this is driving me nuts. I still got instant heat when passing a lamppost from BetterCities; so I thought okay lets check out this lamppost and see what that flame does in Tes4Edit and the C.S. Well, it seems pretty straight forward and it is linked to an original Oblivion lamp. What sounds does it emit then - well at first when checking in Tes4Edit it pointed towards candle's but I didn't really pined it down to what/if a SNAM was used. Argh! I am utterly bad at these things; while sifting through the records it just got more confusing for me :facepalm:

Anyhow - most seems to point to CityStreetlight and it's relatives. It should not emit any sound! So I'm leaving this to those more experienced in all the information of oblivion.



And about heating up and running around a fire - well yes, one could make running trigger heating up too and only leave walking safe. Thus one could "walk" in corridors full with those darn lamps, but not run - or stand still.



Also I got the heating effect instantaneously but at my first findings I thought "fire" was used somewhere in the Lamppost - linked to candles that used fire (oooooh, I stink at using the C.S. :( )
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Dawn Porter
 
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Post » Wed Dec 08, 2010 1:55 am

Candles and most lamps do NOT have a sound effect with the name fire. So your heat issue may not be the lamps. Check this by going into the console, click on the lamp (one at a time) and type

Disable

Now see if you are still overheating. If you still overheat is is not the lamps.



Also I got the heating effect instantaneously but at my first findings I thought "fire" was used somewhere in the Lamppost - linked to candles that used fire (oooooh, I stink at using the C.S. :( )

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ImmaTakeYour
 
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Post » Wed Dec 08, 2010 1:40 pm

I found why some companions would still wear a cloak when you set this off in the INI. It turns out they are classified as merchants and the merchant would get cloaks put into their inventory to sell to you. I corrected this by putting the cloak in the merchants vendor chest instead.
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Sakura Haruno
 
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Post » Wed Dec 08, 2010 5:27 am

OK I may have it now. But I do not want to upload to the public on Tes Alliance until I am sure.

Please only for play testers get the new INI and ESP here on Tes Nexus working files:

http://www.tesnexus.com/downloads/file.php?id=28565

It is called DPHTest


Please repost back as soon as you can and I will continue to test as well.

What I did was take out some of the "cosmetic" changes to the Rate (which would result in a slight "white lie" for the rate)
and moved a variable that logs change to just under the sleep wait part of the scripts to be sure it would catch all the "drastic changes.
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Emzy Baby!
 
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Post » Wed Dec 08, 2010 4:21 pm

Well I have not been able to produce the Rate Stuck bug now after hours of testing. So I think my latest fix actually worked this time. I will upload the new REV before I go to bed.

GET it here:
http://www.invision.tesalliance.org/forums/index.php?/files/file/534-duke-patricks-basic-hypothermia-ii-rev-22/


Whats will be new?

1, Rate stuck bug fixed....finaly!

2, New INI file with some new settable factors.

3, New default: set aadpThermoStats.SleepThermalScale to .5

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

5, Tweaks to the follower and NPC script for when they wear cloaks or not.

6, Fix some small boot up bugs to try to make the mod start up less jolting (some spikes in the cold or heat).

7, Water is now colder (be sure to use the new INI file)

8, There is an optional timer now before the fire warm up kicks into a FAST RATE. Set to 0 if you do not want to use it at all.
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Ben sutton
 
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Post » Wed Dec 08, 2010 10:25 am

Everything seems to work.
Nice little list of tweaks and additions you got there :)
1.Vilja hasn't put on any cloaks yet - seems to work fine now.
2.Ended up in a place with lava somewhere, 71Celsius and that put and end to that.
I tried being naked and wet, still standing still got me 1000 rate, bare chest with setting of -1000. I have no magic fire protection yet though.

----> Ofcourse running into the Oblivion Planes or a burning house without preparing oneself should be fatal. I am wondering if full protection will be enough? I already reconciled myself getting 100% magic fire protection before going to the Oblivion Planes. And getting frost to work in my game. If it is not enough with that I guess some way to bring along water for drink and cool oneself down. As long as you survive when you are prepared and die if you are stupid and rush things. I didn't know I would end up in a cavern with lava in the Adash mod :flamethrower:

About Better Cities lamps:
There was linked to the flame in the lamp/scones that Better Cities uses, it was called BigTorchFire or some other. I removed the reference to the sound and that solved the tunnel issue. I just checked out the ID in the game, that was easier than trying to find it in Tes4Edit. It will be interesting though to see how well one can survive in Kvatch castle with all those fires going on :hehe:

Editing frost fx:
Also editing the frost spells sound fx. It does seem Magic Effect in the Oblivion.esm uses SPLDestruction... in different forms and not the frost fx? The "Bolt sound, Hit sound, Cast sound" - it is the right info to change isn't it, since all the frost spells point to the Frost damage Magic effect? I guess I am doing something wrong since I don't get the cooldown fx. The sounds are changed though, my ears tell me so. The new sound fx has frost in the name e.g. SPLFrostHit [SOUN:00146826]. All sounds changed, maybe I am looking at the wrong index...

Cheers!
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Add Meeh
 
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Post » Wed Dec 08, 2010 10:04 am

Bed…going to sleep, :yawn: but when I wake up I will work on next rev.

My plan IF it works as I envision it:

If you have 100 percent fire resistance magic and no weakness to fire at all plus 100 percent weakness to cold and no resistance to cold at all you will get a super level of heat protection. This may be the only “practical” way to survive in large lava area like the oblivion realms.

May need to be wet also...not sure yet...


:snoring:


Edit:

If you have 100 percent fire resistance AND 100 percent weakness to cold (meaning your actor-value for Fire Resistance is 100 or more and your actor-value Cold Resistance is -100 or less) then the FAST WARM UP for fire and lava will not kick in! It will be set to a normal warm up speed not the hyper fast speed. This may be the only “practical” way to survive in large lava area like the oblivion realms.
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Rachael Williams
 
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Post » Wed Dec 08, 2010 12:40 pm

I am not clear on your issue, will normal frost spells work but not custom ones from other mods or will NO frost spells work?

Now by work I mean do you get any effect at all, it may be just a 1 second blast of cold as I said fleeting magic cold /fire balls are not ever going to have a dramatic effect unless they are fired one after another for longer than a few seconds.

edit: wait, I just remembered that there was a issue in vanilla where the sound for frost projectiles did not work properly. I discovered this when making another mod that would allow your shield to block elemental attacks. The fix I made may be allowing this to work for me and not for you.
Let me look into this and I will get back on this. So for now do not worry about the Frost magic issue, I am on it.





Editing frost fx:
Also editing the frost spells sound fx. It does seem Magic Effect in the Oblivion.esm uses SPLDestruction... in different forms and not the frost fx? The "Bolt sound, Hit sound, Cast sound" - it is the right info to change isn't it, since all the frost spells point to the Frost damage Magic effect? I guess I am doing something wrong since I don't get the cooldown fx. The sounds are changed though, my ears tell me so. The new sound fx has frost in the name e.g. SPLFrostHit [SOUN:00146826]. All sounds changed, maybe I am looking at the wrong index...

Cheers!

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Brittany Abner
 
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Post » Wed Dec 08, 2010 7:17 am

OK yes vanilla Frost magic is not using "frost" sound effects for some silly reason. I changed this via OBSE commands now so it cannot be overridden by another mod via load order (load order will not matter).

That was probably your issue IF your normal vanilla frost spells had no effect, the new Hypothermia Rev I will upload soon will have this fix in it for this issue.

Now vanilla frost spells (fired at your feet) will cool down the ambient temperature for a few seconds.

My test:
In the IC it was 74 degrees and one frost ball fired at my feet brought down the Temperature to 64 for a few seconds.

See if this will help your issue now. However, if you are not using vanilla spells and they are not using the SPLFrostHit and SPLFrostTravelLP sound effect for the bolt and the hit it will not work.
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Baylea Isaacs
 
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Post » Wed Dec 08, 2010 8:00 am

Also, I am not sure if I ever made this clear:

Weakness to fire and frost magic will also effect your Magic Insulation. So if you have a 100% weakness to fire for example you will receive 1.3 MORE heat added to your core.

Update to the read me file

Magic:
Magic Frost/Fire protection 0.3 Arrest of cold/heat loss
Magic Frost/Fire protection UP TO 100 Maximum / 333 = Magic Insulation

Weakness to fire and frost magic will also effect your Magic Insulation. So if you have a 100% weakness to fire for example you will receive 1.3 MORE heat added to your core.

Getting hit by a fire ball or frost ball will have a small effect on the Core Body Heat but it
will not dramatically increase or decrease it. A fire ball hitting a target is the same as
blasting a steak with a flame thrower, the outside will be warm and crisp but it will be
raw and cold on the inside.

However, if you are not using vanilla spells and they are not using the SPLFrostHit and PLFrostTravelLP and SPLFiretHit and PLFireTravelLP sound effects for the Fire/Frost “magic bolt” and the “magic hits” this detection (and the effect ) will not work.
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Jack Bryan
 
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Post » Wed Dec 08, 2010 3:52 am

Rev 2.3

Clean install should not be needed for this REV.

If you have 100 percent fire resistance magic AND 100 percent weakness to cold (meaning your actor-value for Fire Resistance is 100 or more and your actor-value Cold Resistance is -100 or less) then the FAST WARM UP for fire and lava will not kick in! It will be set to a normal warm up speed not the hyper fast speed. This may be the only “practical” way to survive in large lava area like the oblivion realms.

Vanilla Frost magic is not using "frost" sound effects for some silly reason. This is now fixed by this mod. Now vanilla frost spells (fired at your feet) will cool down the ambient temperature for a few seconds. My test: In the IC it was 74 degrees and one frost ball fired at my feet brought down the Temperature to 64 for a few seconds. However, if you are not using vanilla spells and they are not using the SPLFrostHit and PLFrostTravelLP sound effect for the bolt and the hit it will not work.


get it here:

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

There is a ESP 2.3 update only file there for download as well.
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Natalie Harvey
 
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Post » Wed Dec 08, 2010 8:56 am

After a quick test:
I get affected by my frost spell now :D
Although I have changed the sound fx remember, but now I know I get a "cold" effect. :icecream:
Right now I am trying to get a feel for the difficulty of warming up VS cooling down.
Gotta start getting better at Alteration magic so I can get more fire proof. And magical equipment to that effect too.

Cheers!
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Vicky Keeler
 
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Post » Wed Dec 08, 2010 12:18 pm

Very good! I will also be doubling the cold effect of the frost fly by magic projectiles in the next REV.
I would like to see the Warmth Reserve (the Core %) go down a tiny ...tiny bit, as it is now it only prevents it from raising up under mild temperature conditions (like 74 degrees Fahrenheit). It only lasts a few seconds so this should not throw off the mod balance too much.

In my own game:
I will not be able to go to an Oblivion realm until I get "prepared".
I already have 100 percent frost from a magic item and thought I was very lucky to get it! But now I must search for weakness to frost magic items and fire Resistance magic items.

This in itself thus results in difficult, epic and grand game quest!

But how long will it take? I wonder if I should make a quest mod now for just this reason?


After a quick test:
I get affected by my frost spell now :D
Although I have changed the sound fx remember, but now I know I get a "cold" effect. :icecream:
Right now I am trying to get a feel for the difficulty of warming up VS cooling down.
Gotta start getting better at Alteration magic so I can get more fire proof. And magical equipment to that effect too.

Cheers!

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Joie Perez
 
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Post » Wed Dec 08, 2010 11:18 am

crap...

Some kind of corruption has occurred in my game where I can never load a save game that was saved when I am outdoors.

I recently loaded the UOP mods but deactivated them and still have the issue. I am not putting the blame on the UOP as many people use the mods just fine. I also just did a major DEFRAG on my hard drive yesterday and that "can" cause issue with files on rare occasions if the data is not pushed around properly in the defrag.

So I have some corruption that will force me to reinstall oblivion on my hard drive. So you may not hear from me for a day or three.
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Robyn Lena
 
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Post » Wed Dec 08, 2010 11:43 am

OK, this is at post limit. You can make a new topic when you have sorted your problem.. :)
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Louise
 
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