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

Post » Mon Apr 08, 2013 1:40 am

1.9 will be needed? I am still looking for a reason to switch to newer version of Skyrim (and risking my saves) and if your mod demands it maybe it's the time...
User avatar
Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Mon Apr 08, 2013 9:29 am

Quick question - for the Lite & Classic presets, is it possible through MCM to disable fast travel? I've never used Frostfall before but was looking at it, as it seems interesting, and while I don't think I'd go for hardcoe mode, I do like the idea of disabling fast travel completely (I always swear I'm not going to use it, but then I end up giving in).
User avatar
Nicole Mark
 
Posts: 3384
Joined: Wed Apr 25, 2007 7:33 pm

Post » Mon Apr 08, 2013 1:54 am

1.9 will be needed? I am still looking for a reason to switch to newer version of Skyrim (and risking my saves) and if your mod demands it maybe it's the time...
I don't support users using anything other than the latest version of Skyrim. Whether or not it is "needed" is something I don't know, but don't ask for help if you run into a problem using 1.8.

Quick question - for the Lite & Classic presets, is it possible through MCM to disable fast travel? I've never used Frostfall before but was looking at it, as it seems interesting, and while I don't think I'd go for hardcoe mode, I do like the idea of disabling fast travel completely (I always swear I'm not going to use it, but then I end up giving in).

A preset is just a collection of settings. You can turn everything on and off independently.
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Mon Apr 08, 2013 11:18 am

Good news: looks like I'll be able to salvage lying down in tents. I forgot that there was http://i.imgur.com/znf7OoO.jpg until now, one that keeps your eyes open. I tested it and it works fine on 1.9. It also has the advantage of putting you into sitstate 4 (sitting) instead of sleepstate 4 (sleeping). This means it acts more like a chair, which seems to work better for the player actor and lead to fewer problems in general. Maybe this eye bug was a blessing in disguise.
User avatar
Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Mon Apr 08, 2013 12:37 am

Will 2.3 include support for CoT v3?
User avatar
zoe
 
Posts: 3298
Joined: Sun Nov 12, 2006 1:09 pm

Post » Sun Apr 07, 2013 11:56 pm

A better question would be, will the CoT author maintain support with Frostfall. He knows my compatibility requirements.
User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Mon Apr 08, 2013 11:53 am

A preset is just a collection of settings. You can turn everything on and off independently.

:clap: Yay! Can't wait to start a new character & try this! Thanks!!
User avatar
Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Sun Apr 07, 2013 9:37 pm

A better question would be, will the CoT author maintain support with Frostfall. He knows my compatibility requirements.

Good point. :) Thanks.
User avatar
Alisia Lisha
 
Posts: 3480
Joined: Tue Dec 05, 2006 8:52 pm

Post » Sun Apr 07, 2013 11:13 pm

I was able to finally narrow down a reported bug where the enchantment on some enchanted weapons seems to get eaten when you lie or sit in your tent. This appears to be another Skyrim engine bug and it requires a very specific set of circumstances.

It goes like this: when you force-unequip a two-handed weapon, Skyrim tries to fall back to the most recent one-handed weapon you have equipped in the past. (You can see this easily yourself if you equip a 1h weapon, switch to a 2h weapon, and then drop the 2h weapon. You will auto-equip the last 1h weapon.)

If you use a script to unequip the two-handed weapon, AND you equipped an enchanted one-handed weapon in the past, AND both the two-handed weapon and the one-handed weapon are enchanted, it will eat the charge of the one-handed weapon completely, and possibly some of the charge of the two-handed weapon. Both the two-handed and one-handed weapon must be enchanted for this bug to crop up. If the two-handed weapon (battleaxe, bow, whatever) is unenchanted then you won't see this bug. If the one-handed weapon is unenchanted you won't see it either.

I will note this on the CK wiki and try to work around it.

To summarize:

Equip an enchanted one-handed weapon.
Some time later, equip an enchanted two-handed weapon.
Call PlayerRef.UnequipItem(Enchanted2HWeapon)
The game will auto-equip the enchanted one-handed weapon.
The game will eat the enchantment charge on the 1H Weapon, and possibly some of the charge on the 2H weapon.

Edit: Clarified problem.

Edit 2: The safest, easiest work-around seems to be force equipping a non-enchanted 1-handed weapon. If you do this, the charges don't get eaten and the system no longer has a weapon to fall back to when you unequip the dummy. Unequipping and removing the dummy preserves the charges of both weapons.

Edit 3: After a lot of testing, that seems to fix the problem pretty effectively.
User avatar
Madeleine Rose Walsh
 
Posts: 3425
Joined: Wed Oct 04, 2006 2:07 am

Post » Mon Apr 08, 2013 11:45 am

Chesko, unless I'm not understanding what you're saying mate, could you not have got around that problem by using PlayerREF.PlayIdle(DefaultSheathe)?

Not trying to teach you how to svck eggs, but that's how I got round a problem I was having :)
User avatar
Grace Francis
 
Posts: 3431
Joined: Wed Jul 19, 2006 2:51 pm

Post » Sun Apr 07, 2013 10:27 pm

Oh and in case you didn't know, PC Gamer magazine (print) has done a feature on the best mods on the Steam Workshop, and Frostfall is in there for Skyrim :smile:

*Mine was featured on their website a few months ago ;)
User avatar
Marguerite Dabrin
 
Posts: 3546
Joined: Tue Mar 20, 2007 11:33 am

Post » Mon Apr 08, 2013 8:34 am

Chesko, unless I'm not understanding what you're saying mate, could you not have got around that problem by using PlayerREF.PlayIdle(DefaultSheathe)?

Not trying to teach you how to svck eggs, but that's how I got round a problem I was having :smile:

It wouldn't have worked from an animation standpoint. The weapons just need to "come off". Either way, there is a pretty simple solution to the problem. I posted it http://www.creationkit.com/Talk:UnequipItem_-_Actor.

Oh and in case you didn't know, PC Gamer magazine (print) has done a feature on the best mods on the Steam Workshop, and Frostfall is in there for Skyrim :smile:

*Mine was featured on their website a few months ago :wink:

Wow! Do you know which issue #? Thanks! Congrats!
User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Mon Apr 08, 2013 4:17 am

Good morning everyone. I hope everyone had a safe holiday.

I'd like to talk again about immediate and future plans for Frostfall and beyond.

Near-term: Frostfall 2.3

Frostfall 2.3 is almost complete and has a rather lengthy set of optimizations, bug fixes, and a few new features, like water puddles that gather at your feet when drying, greatly improved hand warming animations, and tent cut-through mode. I'd like to have it out sometime this week if some things fall into place.

Future: Campfire, Last Seed, Frostfall, and more

I've run into a bit of a problem. At some point, I would like to start working on Last Seed. Like Frostfall, LS will rely heavily on a robust camping system in order to accomplish its goals. I always intended for LS to "inherit" FF's camping system. The more I worked on the logistics of this, the more of a nightmare scenario this started to look like. What if the user has LS and decides to start using FF? Vice versa? What if they uninstall FF or LS, what happens? How much does each mod need to know about the other? What if someone just wants to use the camping components? And so on. I also have a separate, semi-related issue in that I can no longer update Frostfall on Steam Workshop because I have now exceeded 100MB in Frostfall's main download (uncompressed; they won't let me compress my files there).

With that in mind, it's really started to make sense to break the camping component of Frostfall out of the main mod and make it a required master instead. The campfire in Frostfall has always been, to me, the heart and soul of the mod, and now it will be in a more technical sense. Campfire: Advanced Camping and Supplies will be a stand-alone camping system. It's the same camping system from Frostfall, and future versions of Frostfall will require it as a master (the main camping system will be removed from Frostfall itself). This way, both FF and LS can inherit and use the same core camping system, and also contribute their own additions, like Snowberry Extract (in the case of FF) or waterskins (in the case of LS). Or, you can decide to use Campfire by itself if you want to use one of the most feature-rich camping mods available, without all of the extra gameplay baggage from Frostfall and Last Seed.

There's also something else coming down the pipe, called Core Components. This is a modder's resource that I and Crysthala are currently working on, and will have a life far beyond the Survivor Series. It's main purpose is to add common, easy to use crafting resources for other modders. It's a COBL of sorts, if you're from Oblivion. It has things like generic armor dyes, new crafting workbenches, and so on. Frostfall will use it for the spinning wheels; you will use linen thread and sewing to create linen cloaks. This will help break up the traditional dumping ground of crafting recipes that is the Tanning Rack. Core Components is designed to be very lightweight and will not serve much use on it's own, but it will enhance and unify a lot of mods. Anyone who uses Core Components for their armor crafting recipes can use the same set of armor dyes as everyone else instead of implementing their own, for instance. There will be more information about this resource soon.

http://i.imgur.com/t96LXav.jpg

I'll be happy to answer your questions about Campfire, but hopefully there won't be very many of them, because as I said, it's really nothing new. It's just separating this into more modular pieces so that I can manage this more effectively, and also hopefully fix bugs easier since "who does what' will be a bit more clearly defined.
User avatar
Laura
 
Posts: 3456
Joined: Sun Sep 10, 2006 7:11 am

Post » Mon Apr 08, 2013 9:17 am

It wouldn't have worked from an animation standpoint. The weapons just need to "come off". Either way, there is a pretty simple solution to the problem. I posted it http://www.creationkit.com/Talk:UnequipItem_-_Actor.



Wow! Do you know which issue #? Thanks! Congrats!

Yep Issue # 251 April 2013. It has The Witcher 3 on the cover.

Pic for you :)

https://skydrive.live.com/redir?resid=CF56C905BF540EFB!294&authkey=!AE3VPFVRdrlNXDo
User avatar
Skivs
 
Posts: 3550
Joined: Sat Dec 01, 2007 10:06 pm

Post » Sun Apr 07, 2013 10:21 pm

Congrats mate!

- Hypno
User avatar
rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Mon Apr 08, 2013 1:41 am



Yep Issue # 251 April 2013. It has The Witcher 3 on the cover.

Pic for you :)

https://skydrive.live.com/redir?resid=CF56C905BF540EFB!294&authkey=!AE3VPFVRdrlNXDo

Crazy. Thanks. In other news, purchasing PC Gamer UK outside of the UK is surprisingly challenging.
User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Mon Apr 08, 2013 9:15 am

The https://www.evernote.com/shard/s53/sh/620f040e-1da1-498b-8b42-310136412c35/8c3838909920bc9a18f72f20b60051c1 have been published ahead of the update's release this week. Enjoy.
User avatar
Roisan Sweeney
 
Posts: 3462
Joined: Sun Aug 13, 2006 8:28 pm

Post » Sun Apr 07, 2013 10:58 pm

Nice .. looking forward to all your mods man, great job!
User avatar
yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm

Post » Mon Apr 08, 2013 3:29 am

Can I ask for some help? I've been playing with Frostfall for about two weeks now (and enormously enjoying it), I have also customised the mod through the in-game options. Two days ago I finally decided to give SkyUI a go, and after installation I noticed that in the MCM options for Frostfall, everything has a $-sign in front of it and is jumbled up. The options for the other mods in the MCM are fine, and Frostfall still functions fine as well.

I saw something about checking for a missing text-file in the SkyUI description if this happens, but that is there in it's correct place. Does anyone have any other advice?

I also want to take this opportunity to say that Frostfall is a fantastic piece of work. My respect and congratulations. The seamless integration into the game is amazing. I so enjoyed having to haul my character back to Dawnstar three days in a row because he wasn't sufficiently prepared for the cold yet. Doing simple little fetch-quests that took all of half an hour in the vanilla game suddenly become a real task. It also didn't help that I send the poor guy out there without any breakfast or that the modded and smarter wolves now circle me instead of just attacking dumbly. After 300 hours the game is a real challenge again and I couldn't be happier! :twirl:
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Mon Apr 08, 2013 5:42 am

Isch - You have installed the mod using an old version of the NMM which contained a bug related to installing translation files. Or, you installed it via Wrye Bash using the "Skip Docs" flag checked. Either way, upgrade your NMM version / uncheck this box in Wrye, and re-install Frostfall. The problem will go away. Enjoy and good luck!
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Sun Apr 07, 2013 10:11 pm

Do you have an ETA on when the Campfire: Advanced Camping and Supplies will be split from Frostfall? I'll probably be getting back to Skyrim this weekend and was wondering if I should hold off on installing Frostfall until the camping module is split from it (not sure how difficult the upgrade will be when the change is made?) If it's a release away, I may hold off, if we're talking months, then I'll just go with Frostfall for now, most likely.
User avatar
MatthewJontully
 
Posts: 3517
Joined: Thu Mar 08, 2007 9:33 am

Post » Mon Apr 08, 2013 10:48 am

This isn't exactly Frostfall question, but it is related and I cannot find Last Seed topic (or to be more accurate I wasn't looking long enough :blush: ). How will be processed compatibility (for food items) between Last Seed and DLCs or other mods? Like in Frostfall, through scripts or by a large number of compatibility patches?
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Sun Apr 07, 2013 10:09 pm

Just wanted to let everyone know that my testing went really well today, and I will be releasing Frostfall 2.3 in the next hour or so on Skyrim Nexus. Steam Workshop is a bit of a wild card at the moment. It will depend on if I can come in under 100MB.

I managed to fix the issue related to not being able to return to Solstheim from Apocrypha during a certain quest.

The new backpack and vendor-bought camping supplies will not be in this update. Sorry. I decided to wait until things get spun off into Campfire for that.

Water puddles when drying off didn't make it in. It simply looked too much like the player relieved himself on the spot. I may add it in later, but I will have to add a toggle option for it because some players might think it looks silly.

Do you have an ETA on when the Campfire: Advanced Camping and Supplies will be split from Frostfall? I'll probably be getting back to Skyrim this weekend and was wondering if I should hold off on installing Frostfall until the camping module is split from it (not sure how difficult the upgrade will be when the change is made?) If it's a release away, I may hold off, if we're talking months, then I'll just go with Frostfall for now, most likely.
I don't provide ETAs for any future mods. Whatever I say will be wrong.

This isn't exactly Frostfall question, but it is related and I cannot find Last Seed topic (or to be more accurate I wasn't looking long enough :blush: ). How will be processed compatibility (for food items) between Last Seed and DLCs or other mods? Like in Frostfall, through scripts or by a large number of compatibility patches?

Scripts. I don't have the patience or time to manage more than one main download file.
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Sun Apr 07, 2013 9:02 pm

Frostfall 2.3 is now available. Please back up your save games before upgrading.

Uninstalling and then installing this new version should be fine. A clean save should not be necessary.

Your W.E.A.R. settings may get wiped out and you may need to re-inspect some modded equipment again. The settings for this should now be much more persistent across saves and loads. Let me know how this goes for you.

FEATURES
==============

* Tent Cut-Through View: See your character and the inside of your tent from any angle. Press "Toggle View" while sitting or lying down to turn this on and off. Your setting will be remembered. It turns itself off when you exit the tent.

* (SKSE Only) Hand Warming Animations (Again): Totally rewritten. You should automatically warm your hands when near a heat source. Press a movement key to end the animation. CONTROLLER USERS: Press "attack", "jump", or "ready weapon" to break out of the animation. There is currently no way to detect anolog joystick input yet. If you have a shield equipped, you will stand with your head down and your shield in front of your body. There are a lot of situational checks to make sure that it's OK to play the animation; otherwise, it could play at a bad time, which would stop your character and play the animation when you don't want it to. You must:
* have SKSE installed.
* be somewhat cold. The animation stops playing when you reach +20 exposure.
* not be in combat.
* be rather close to the fire. You can be warmed by a fire farther away than the animation will play. Get close to it.
* not be swimming, jumping, or moving (your last movement event must be 6 seconds or longer ago).
* not be mounted, or riding a flying mount.
* not have a torch equipped. A shield is fine.
* be in 3rd Person View.
* have your weapons sheathed.
* not be in dialogue with an NPC.
* not be sitting, crafting, or otherwise playing another animation.

If it seems like you aren't warming your hands when you think you should be, make sure that you're not getting tripped up by one of the above conditions. If it still doesn't work and you think it should, let me know. I have added some special debug messages you can turn on in order to help me figure out what went wrong.

* Walking Stick Improvements: The walking stick has been improved. It now improves your movement speed by 10% when it is held (unsheathed) in your right hand, while on foot, while outdoors. Its damage has been slightly increased. It can now be tempered using 2x Leather Strips. Its model has been modified to show new strap details.

* Gauntlets now display in tents.


CHANGES
==============

* (SKSE Only) Worn equipment is now filtered based on the slot mask as well as key words. This is a much more intelligent method of determining whether or not something is valid gear for the purposes of Frostfall. This will fix the "Bandoliers showing up as gloves" problem across any version of Bandoliers you may use, as well as other mods that may have had an issue with this. If you want Frostfall and Bandoliers to play nicely with each other, you must use SKSE.
* Removed the "Wait" and "Wait Until" options from tents. It was causing a lot of issues and the implementation of this feature was flawed to begin with. Use the conventional wait system instead (press T).
* Tents pitched inside buildings (dungeons, caves, etc) will now only place the bed rolls and other ground clutter. The walking stick posted at the front does not display and the shield lies on the ground instead.
* Nightingale Armor now grants a Hide Cloak bonus.
* Vampire Royal Armor now grants a Hide Cloak bonus.
* Dead trees on the Whiterun tundra can now be harvested for wood.
* The naming convention for cloaks and backpacks has been changed back to the old system of using commas (Backpack, Brown Fur / Travel Cloak, Linen / etc). If you would like for Frostfall to be compatible with Categorized Favorites Menu, instructions and a sample configuration file have been provided on the Compatibility page.
* Swimming is detected in a new, and much more accurate, way. There should be no more instances of "you can't do that while swimming" when you're clearly not swimming.
* The way that waiting and sleeping affects exposure under a variety of circumstances was tweaked across the board.
* The price and weight of all tents was adjusted. Leather tents now weigh far less than their Hide counterparts, with Small Leather tents coming in at a svelte 6lbs
* Added a new warning prompt if the Advanced Placement system detects a problem, and prompts you to fall back to the simple placement mode.
* Added a new tutorial message about shelter when entering a tent for the first time.
* You can now temper the Fur Gauntlets and Fur Boots crafted using Survival Skills.
* Your exposure protection while a Werewolf has been increased to 600 (was 300).
* Added support for the new cloaks added by Cloaks of Skyrim and Wet and Cold.
* A keyword (FrostfallBackpack) was added to Frostfall's backpacks, for use by other mods for compatibility purposes.
* The inside of inns are ambiently warm; everywhere inside an inn is like being near a fire. Feel free to move about.
* Smelters are now recognized as heat sources.

BUG FIXES
==============

* Fixed a critical issue: The enchantment charge of some weapons could be depleted under certain circumstances when entering a tent.
* Fixed a critical issue: Your eyes should no longer be stuck closed after lying down in a tent. The lying down animation has been switched to a different one in order to prevent this from occurring.
* Fixed a critical issue: Selecting "Lie Down" in a tent while on the Dark Brotherhood entrance quest will now immediately bring up the Sleep menu, instead of allowing you to lie down in your tent. If the player is not in a normal animation state (standing up) when this event occurs (sleeping), it can cause the game to become unplayable.
* Fixed a critical issue: Selecting "Lie Down" in a tent while on Solstheim during a certain portion of the Dragonborn main quest will now immediately bring up the Sleep menu, instead of allowing you to lie down in your tent. If the player is not in a normal animation state (standing up) when this event occurs (sleeping), it can cause the game to become unplayable.
* Fixed a critical issue: Fixed a bug related to being unable to return to Solstheim from Apocrypha with Fast Travel disabled by Frostfall. Frostfall now enables Fast Travel whenever you are on a plane of Oblivion.
* Hotkey settings should no longer be forgotten after you load your game.
* Fixed an issue where the Frostfall-added Travel Cloaks could not be recognized by the WEAR system under certain conditions.
* The translation files for the SkyUI MCM are now packaged in the BSA archive to avoid a repeat occurrence of the Nexus Mod Manager 0.44.3 bug.
* Added a check that should prevent camping equipment from sometimes dropping through the floor in some interior spaces.
* Snow and ash accumulation on tents should now work better in general. It is updated when the tent is placed and when you sleep.
* Miscellaneous improvements to tent object positioning.
* Fixed an issue where a rare weather occurrence in the Soul Cairn could make the player wet.
* Added a check to suppress erroneous messages stating "Without shelter, the heat is faint" when shelter is clearly being used.
* Fixed an issue where sitting or lying down in tents was erroneously not preventing you from entering first-person mode.
* Fixed a compatibility issue with Open Cities. The interior of Solitude should no longer be "frigid and deadly". The surrounding territory should still be quite chilly.
* Fixed an issue where hot keys would still activate even if the mod was shut down.
* Fixed an issue where the player alias was being reset every time the game was loaded. This was causing several important scripts to re-initialize every time the game loads, and potentially erases stored and detected equipment WEAR values (cloaks, armor, etc).
* You should no longer wake up freezing when sleeping in an inn.
* Fixed an issue where the Small Leather Tent with 2x Bed Rolls was not blocking rain correctly.
User avatar
Thomas LEON
 
Posts: 3420
Joined: Mon Nov 26, 2007 8:01 am

Post » Sun Apr 07, 2013 9:14 pm

Great thanks for all your time and work.
User avatar
Spencey!
 
Posts: 3221
Joined: Thu Aug 17, 2006 12:18 am

Previous

Return to V - Skyrim