Skyrim Realism extreme cold

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shandrazi
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Re: In favor of a plan....

Post by shandrazi »

BalinMinister wrote:Hmm....i like the idea of having the player take damage when exposed to the extreme cold after a certain length of time....however i am in favor of a more time-related loss as opposed to taking a spell at a certain point....as in every-X-length of time, subtract X damage to the player.....

One way to avoid the damage (to an extent) would be to wear perhaps the nordic versions of armor, that would probably be tested against the cold for many years and would be the best defense the player has against the cold (besides a thick robe that is).....however, a medium/heavy weight armor must be created in the nordic fashion (if there isnt already one) so that all players have appropriate armor...

However, what scares me is the prospect of people wanting to get CE Resist Frost damage or a CE Restore Health spell that would allow them to wander around the wilderness for endless amounts of time, but when they are in a cave fighting monsters with ranged Frost attacks...the battle will be too one sided and will completely shift the difficulty of the game...for the player 2 birds will be killed with one stone...

So my suggestion is to possibly disable any sort of console cheat or any CE spells so that each player has an equal shot at damage, and only the ones with the proper equipment and map-navigating skills will not take too much damage.....

Just some suggestions
-BM
I prefer CE reflect over any type of specific damage that way it covers every type of damage. It would actually give me a reason to get a ce resist frost spell.
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Post by Starcrunch »

use modcurrenthealth to cause damage...then resistance, absorb, and reflect don't matter. You can even make some races more tolerant than other using the global variable set for PC race (don't remeber what it is called right now, but it is used extensivley in greetings).

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Post by Stalker »

%PCRace ?
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Post by Starcrunch »

The variable is actually called PCRace and is set by a global script run at the beggining of the game. It is used to test for race specific voice greetings.

Or you could use GetRace command...which is how the global script assigns the PCRace.

by the way the numbers for PCRace:

1 = Argonian
2 = Breton
3 = Dunmer
4 = Altmer
5 = Imperial
6 = Khajiit
7 = Nord
8 = Orc
9 = Redguard
10 = Bosmer

-Starcrunch
Anonymous

Post by Anonymous »

:evil: that ruins the game havein to worry about all that crap sry. But it does it would really get in the way of doing quests. But it would be cool having the option of putting furs on. :P
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Post by Stumpytheguar »

<edited to remove 'spam' content>
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Post by Starcrunch »

Stumpytheguar wrote: Anyway, modhealth in an area wouldn't help mush if you applied it to exteriors. If I recall correctly, "Solestheim" and "Solestheim, Uncle Sweetshare's shack" both return the cell value of "Solestheim (X,Y)" and therefore it would damage the player when they go inside as well.. unless you checked cell changes, but that could bug out if you're going from exterior to exteriors and interiors to interiors...
Use GetPCCell in combination with GetInterior, to determine if the player is in Skyrim and outside.

-Starcrunch
Anonymous

Post by Anonymous »

if skyrim has extreme cold shoudnt argonia have extreme heat?
Anonymous

Post by Anonymous »

Argonia isn't hot it's humid, besides elysyr(if thats how you spell it) is the province with extreme heat
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Marauth Alaí-Raán
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Post by Marauth Alaí-Raán »

This is gonna run on, actually Elsweyr doesn't have extreme heat it's only got a sort of desert in the north and it's not hot to the degree it would need such scripting. Hammerfell is the province with extreme heat. Though once again not all areas, in the north east its cold being in the mountains next to Skyrim (try going to the city of Elinhir - eastern Hammerfell - in Arena, it snowed all the time I was there.)

Argonia and the southern areas of Cyrodiil next to the Topal bay should probably have some fatigue draining thing, given the humidity. It would be worsened by wearing heavy armour or extra layers of clothing.
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Post by Stumpytheguar »

<edited to remove 'spam' content>
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Marauth Alaí-Raán
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Post by Marauth Alaí-Raán »

I don't really think I'm thinking too real world, I jusdt think it's a little too unrealistic that if you go to the hottest desert in the world wearing full plate iron armour over thick clothing you don't get cooked inside your armour. Besides would it not be possible to have a script similar to the one you describe but altered to work for extreme heat?
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Post by shadowmoon »

mmm. i dont like the idea. its just somthing to bother players with when playing. and it will take more script to incorporate every fur item. will not be compattable with custom clothes


naaaaaah i just dont like the idea
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Post by Stumpytheguar »

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Morden
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Post by Morden »

Not to mention the fact that you'll be running a massive global script, which, if you're not careful, can really bogg-down FPS rates.
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Post by Starcrunch »

You could get around this by just attaching it to an object you put in the cells you want effected. Honestly I don't think this is a good idea as there will be inconsistancies with the origional game (at best it should be a bolt-on). The script could really bog down areas that are cold and it would be cumbersome to check equipment.

-Starcrunch
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Post by Stumpytheguar »

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Post by Zappara »

My Temperature mod might help you... Download available here:
[url]http://koti.mbnet.fi/dreamy/morrowind/plugin/downloads.php[/url]

*****************************************************************
2. PLAYING THE PLUGIN
*****************************************************************
From the Morrowind Launcher, select Data Files and check the box next to "Temperature 1.0.esp" file.

This plugin adds Temperature values and temperature effects to Morrowind. Only player is affected. There is also a new item that let's you check the temperature. Dwemer Thermometer can be found in Seyda Neen, Census and Excise Office on Captain's table.

*****************************************************************
3. Save Games
*****************************************************************

If you save your game while this plugin is loaded, you may encounter error messages when you reload the saved game without the plugin. But, you will be able to continue on with the original game. Always backup your saved game file before installing new plugins!

If you update this mod follow these instructions to avoid conflicts:

1. Start your game and find an interior/exterior where you don't get any of the temperature effects (temperature between 10-18 celsius)
2. Save and exit game
3. Disable previous versions of this plugin.
4. Start Morrowind and load your game
5. Save and exit the game
6. Enable the new version of this plugin.
7. Start Playing

This is the procedure to make a clean save before updating a plugin.

*****************************************************************
4. Temperature Info
*****************************************************************

Temperature values normally are between -45 and +45 celsius degrees. Water temperatures are between 1 and 100 Celsius degrees. Lava temperatures can go above 900 Celsius degrees. Walking near lava is highly lethal! Use fire and frost resistances in cold/hot environments if you want to avoid temperature effects!

Dwemer Thermometer has these functions (drag it on your character's pic in the inventory):
- it can show temperature immediately
- you can set it to show temperature automatically on certain intervals
- you can enable/disable temperature messages (default disabled)
- you can set the interval how often temperature messages are shown (even dynamically +10/-10 seconds as many times as you like)
- you can change between Celsius, Fahrenheit and Kelvin degrees

Temperature is calculated every 10 seconds so it shouldn't affect your fps at all. There are no long-term temperature effects like hypothermia but the temperature effects are balanced so that you can get killed if you stay too long in the cold/hot.

Temperature value is based on the following things:
- weather
- wind
- location
- inside/outside
- near lava
- in water
- time of day
- time of year (month)
- small random changes

Fur armors protect you in cold temperatures. Armors that can be used for protection:

Bear Armor
Wolf Armor
Snow Bear Armor
Snow Wolf Armor
Nordic Fur

You'll have to wear a full armor set of the same armor type and you'll be protected against cold. If you combine these armors by using different parts from different armors, you'll get almost complete protection against cold. Using any other armor that is not mentioned here, doesn't protect from cold unless that armor has frost resistance.

Race modifiers:

Argonians
- suffer a lot in cold temperatures because they are cold-blooded
creatures
- benefit a lot in warm temperatures

Werewolf
- immune to cold because they have fur

Other races
- use generic temperature effects at the moment. In the future, I might make effects for every race.

*****************************************************************
5. Other Info
*****************************************************************

This plugin has been cleaned with TESTool so it should work with other plugins correctly. If you do have problems with this plugin and some other plugin, please inform me.

This plugin changes lava -objects so there might conflicts with other mods that change the same objects' script. Lava objects are changed to persistent. Also lava sound has larger radius.


Disabling effects during game
-----------------------------
Open the console and type this command:

set GTempAllowOther to 1

disables all temperature calculations, but it doesn't remove the effects you might have.


Disable all effects not related to temperature
(like burden and silence in water).
-----------------------------------------------

set GTempAllowOther to 1


Disabling plugin during game
-----------------------------
Open the console and type these commands:

set GTempStopAndRemove to 1
Startscript "_zap_Temperature_cleanup"

This will disable the whole temperature plugin. If you want to re-enable it, you'll have to type these commands in console:

set GTempStopAndRemove to 2
Startscript "_zap_Temperature_cleanup"

and then travel to Seyda Neen, to start the temperature calculations from the beginning. I suggest using this if you encounter a bug in the temperature calculations.

*****************************************************************
6. ADDING TEMPERATURE EFFECTS TO YOUR OWN MOD
*****************************************************************
Eather merge Temperature 1.0 Example Addon.esp to your own mod or follow the instructions below (you should read this even if you use the merge option!):

First declare a FLOAT Global variable named:

GTempRegionModifier

and set it's default value to -100.00.

GTempRegionModifier value is in celsius degrees when it's added in the calculations.

Now all you need to do is to add an activator to your new interiors/exteriors with a script that changes the value of the variable GTempRegionModifier. Temperature mod will reset GTempRegionModifier back to its default value (-100.00) after every calculations.

Example script:

------------------------------------
Begin _temperature_location_modifier

; example script
; do not use this!!!
; copy it and modify then the copy...

float timer

set timer to ( timer + GetSecondsPassed )

if ( timer < 4.50 )
return
else
set GTempRegionModifier to 20.00
set timer to 0
endif

end
------------------------------------

Once you have this activator in the cell, the temperature mod will notice it and calculate the correct temperature values for that cell.


Example values for GTempRegionModifier (calculated in Celsius degrees) for exteriors:
------------------------------
11.00 - 13.00 ;Ascadian isles region
14.00 - 15.00 ;Ashlands region
9.00 - 12.00 ;Azura's coast region
10.00 - 13.00 ;bitter coast region and it's towns
11.00 - 13.00 ;Grazelands region
11.00 - 14.00 ;Molag Amur region
15.00 - 25.00 ;Red Mountain region
9.00 - 11.00 ;Sheogorad region
-18.00 to -30.00 ;Solstheim
8.00 - 10.00 ;west gash region
8.00 ;wilderness
10.00 ;default for all plugins

Remember that weather, wind, time of day, time of year and so on will affect the temperature value in exteriors.


Example values for GTempRegionModifier (calculated in Celsius degrees) for interiors:
------------------------------
30.00 ;Mournhold interiors (tropical)
23.00 ;Vivec
-25.00 to -30.00 ;Solstheim ice caves
-8.00 ;Solstheim, Barrows
12.00 ;Fort Frostmoth
14.00 ;Raven Rock
10.00 ;Skall village
18.00 ;all other interiors, also default for plugin interiors

In interiors GTempRegionModifier's value is almost directly the temperature because there is no weather inside etc.
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Post by Stalker »

[Just a small note] Zappara your mod is incompatible with Russian version of Morrowind. There's absolutly nothing you, or anybody else can do about it. [/Just a small note]
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Kothloth
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Post by Kothloth »

Seems like a nice mod though
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Post by Stalker »

Nice indeed
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