Skyrim Realism extreme cold

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prometheus
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Skyrim Realism extreme cold

Post by prometheus »

i think we should make a scripting that makes the pc feel cold in the extreme climates unless may be a nord forcing him to wear fur capes to protect ...and if not may be some illnes could hit him by decreasing progressively stats and reducing movement till paralisis and frooze .....what u think?
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Post by Anonymous »

How much is extreme? Is it -20 or -40? Perhaps we should disable fatigue recovering the province since it's soo cold you have to use all your power to keep warm :)
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Post by prometheus »

well if u loo lat the map u can get an idea ...but i found really that i could run even naked on the iceplains of bloodmoon without any problem ...
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Post by Anonymous »

Prom, what about extra use of fatigue when using fatigue? If you get my meaning!
Also according to map you are making it doesnt look that cold really, from the look of it, it doesnt seem to have much ice and such. So I'd guess around 0 to -15 :P
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Post by prometheus »

lol have u seen the north part it should look like all ice ..or may be i painted it in a bad way that isn't recognaisable? :]
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Post by Anonymous »

Yeah, the north could have somewhat extreme cold but the southern part even has a river running!

This reminds me we could use a frozen water texture :P
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Post by prometheus »

well i want to be forced to wear furs ...hi hi i wouild like to see my pc forced to wear fur capes for protecting from the storms
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Post by Anonymous »

Well, if we could make it that a fur will protect from extra fatigue drain then I think most player will have it on! :)
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Post by prometheus »

ok if someone will make the script i can try to make the fur capes when i'll get some more time
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Post by wererat »

Originally posted by Bladmand
This reminds me we could use a frozen water texture :P
texture? as long as its not a new static. there are no frozen rivers anywhere, unless they are extremely shallow. the others just have a layer of ice on top and moving water beneath (ice acts as an insulator). we could just use the ice statics from Bloodmoon.
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Post by sxotty »

Originally posted by Bladmand
Yeah, the north could have somewhat extreme cold but the southern part even has a river running!

This reminds me we could use a frozen water texture :P
That was genius tho, you can make a river that actually runs downhill, just make it frozen solid at the top, and a few frozen waterfalls wouldn't hurt either, then when it gets low enough it turns to liquid (as the water table has been reached)
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Post by Nairb »

i like the frozen idea, however, instead of dying by sataying still your screen slowly goes black and you then "freeze", then you wake up, like a unfading black screen then you wake to someone saying like i found u frozen and took u to the nearest town or something and you better bundle up heres some extra clothing and have a random npc next to the player untill he leaves the cell.
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Post by Legolas55 »

Why not in the extremly cold parts of Skyrim the player somehow gets frost damage. Or, to protect themselves, the wear one of the many kinds of armor Nords have that are enchanted to resist frost.
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Post by Gimli the dwarf »

Speaking of cold damage, what kind of beast of burden do they use in Skyrim. It would seem to me that it's too cold for guars, rotumbo, or horses. Maybe some kind of shaggy animal likea bantha from star wars.
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Post by RaJevir »

While I like the idea, I don't think it's scriptable. Also, temperatures change GREATLY in high mountain/polar regions, I mean with a range of -20 - 20 C average temperature during the day and -40- -10 during the night, depending on the season. We'd have to take this into account, which, ultimately, would end up with a monster script that we somehow have to get to activate once per cell, and only once.
Last edited by RaJevir on Sun Feb 08, 2004 8:29 pm, edited 1 time in total.
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Post by evilgreebo »

I fairly sure you could script it n fact you even make it so the player has different degrees of frost damage depending on how much fur clothes they have on but it would be fairly long and complicated and we are trying to keep the number of globals down. If you want me to I have no problem with giving it a go.
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Post by Majra »

@gimli, I think you are right, we should start conceptuallizing some sorta "bantha" like creature, cold beast of burden style, cause Id like to see them around the landscape, we could use some alpha mapping to give it the shaggy look, sorta like Vorrheis swamp troll with the moss hanging from him, except it would be little white hairs
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Post by Gimli the dwarf »

I would love to draw up some creature concepts (I'm really good at art), but I have no way of getting in on my computer :cry:

I don't have a scanner, but "maybe" I could take a picture of it with a digital camera and use that....

Are you wantnig to start modelling creatures now Majra :D ?
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Post by Majra »

Well, Im really not very efficient at making creatures, I guess I could begin a rough start to it, then vorrheis some time when hes not busy(hes really busy right now) could take over with the body, then he could throw it back to me for the hairyness cause I got a really good method to do this right now

I think me and vorrheis should team up on this one, and make somethin insanely professional :)
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Post by Gimli the dwarf »

Well if it's anything like that sea troll I'll be looking forward to what you two come up with :D
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Post by Asylum »

so this also means sun damage in desert regions? :D
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Post by Legolas55 »

RaJevir wrote:While I like the idea, I don't think it's scriptable. Also, temperatures change GREATLY in high mountain/polar regions, I mean with a range of -20 - 20 C average temperature during the day and -40- -10 during the night, depending on the season. We'd have to take this into account, which, ultimately, would end up with a monster script that we somehow have to get to activate once per cell, and only once.
I know this quote was from a while back in this thread, I think it can be scripted. Get some Skyrim trees or rocks and make them activators. Then, place them here and there in Skyrim wilderness. Then when the PC gets close, they get frost damage. The rocks and trees are not actually giving the frost, they just are regular objects and are used to put some cold here and there.
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Post by Assassinace »

I think making someone wear furs isn't really A) fun or B) realistic because most likely you would put linings and padding in your armor that would keep you at least a bit warm. That being said possibly making sleeping in the open or going in water do cold damage might be a good idea.
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Post by prometheus »

WELL IT JUST NEED SOMETHING LIKE ON CELL ENTERED OR IN STORM ...
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Post by Majra »

@legolas

couldnt you just make a giant non collision object with nothin visible, and make a script that if you are within its area you get frost damage? that way rocks wont be giving off the cold :wink:
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Post by evilgreebo »

A global script could do it. Just add a cell check, weather check (second thoughts is that possible, must look into it), check how much fur clothes the player is wearing and hit them with an frost spell.
I'll have a go at it and see what I can come up with.
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Post by evilgreebo »

This is what I've come up with so far, not bad for an hours work. You'll find it just outside castle Karstaag it looks like a shrine for now and has a set of bear armour (with my fur script on them) next to it.
When there is a blizzard you'll take damage and lose health. An odd bug makes yout total health drop but it goes back up afterwards, I'll sort it out when I get back from work.
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Post by evilgreebo »

Doesn't seem to like me.
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Post by Legolas55 »

@Majra

I didn't think of big invisible objects. Those would be better since they can cover a large area.
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Post by Assassinace »

Then you could just fly over the cold :roll:
Also I would think most armour and cloaks would protect against frost.
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Post by Majra »

hmmmm not if you make it really big and tall(all the way up) I do believe theres a limit to how high the player can go
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Post by evilgreebo »

Making a really big object would really have the same effect as making it affect the whole cell.
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Post by Majra »

except you could have more control ie... one big object that starts at certain elevation and goes to the top level of game play, then one below that, goes from lower elevation to that elevation, then one below that to the ground.. and make each have a different effect even... like higher you go, the more painful it is or somethin like that
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Post by evilgreebo »

I think thats taking it a bit far really and I don't know many cells that change in height so much you would notice.
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Post by Assassinace »

Actually since skyrims large mountain ranges there will be a lot of height variation.
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Post by evilgreebo »

Made some changes you now have 3 types of clothes with 3 levels of protection. However the level of protection doesn't go down when you remove them so that needs some works
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In favor of a plan....

Post by BalinMinister »

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
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Post by evilgreebo »

I like it around 20 seconds seems a good time to try out. I should be able to work it into my current code.
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Post by Psyborg »

Well, as long as we're getting cold-related damage, it should damage a lot more and a lot faster if you're under water- that's always a thing that bugged me about Bloodmoon- you go underwater (and under ice), but have no ill effects.
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Post by Darth_Blade »

Uh, but you know, if we talk about realism, if the player always runs (and we do always run in the game, right?) the he should keep warm. Also, you're greatly overestimating the danger of the cold. I mean, even I can withstand -40 without my coat on (althought it is NOT a pleasant experience) for quite a long time, and I'm nowhere close the super-puper tough Nerevarine. :)
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