[MOD] Climates & Cloaks

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Ralzar
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[MOD] Climates & Cloaks

Post by Ralzar » Wed Nov 27, 2019 11:16 pm

Climates & Cloaks
A mod for adding temperature effects to Daggerfall.

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A big THANK YOU to Hazelnut and BadLuckBurt for helping me make this and putting up with all my newbie questions.

Image


Features

NOTE: A PDF Manual is included with the mod file.

Fatigue
When too hot or cold, you will start losing fatigue. With the text:
"You wipe the sweat from your brow..." or "You shiver from the cold..."

Attribute Debuffs
When the temperature gets more extreme, it will start slowly debuffing all attributes except Luck and switch the text to:
"You are getting dizzy from the heat..." or "The cold is seeping into your bones..."

Damage
When the temperature gets extreme, you will start to lose health. The text changes to:
"You feel like you're burning up!" or "Your teeth are chattering uncontrollably!"
With an added: "You cannot go on much longer in this weather..."

Climate
The climate zones shown in the map (see screenshots), all give different levels of heat or cold.

Seasons
Each month has its own temperature. Suns Height being the warmest and Morning Star being the coldest.

Weather
Bad weather gives different levels of cold. A cloak protects against rain and snow.

Night
The temperature drops at night. Particularly in the mountains and deserts.

Water
Swimming, wading, rain and snow will make you wet. The wetter you get, the colder you get. It takes a long time to dry, but shorter if you are somewhere warm. You can also dry off by resting. Wetness from weather can be protected against with a cloak, but if it is raining hard it will start to soak through.

Clothing
What you wear affects your temperature. Warm day? Put on a light shirt, some short pants and your sandals. Cold and rainy? Make sure to put a cloak on. Freezing? Bundle up with everything you have. Tunics, Pants, Boots and two Cloaks.

Cloaks
Cloaks are split into Casual(thin and slightly warming) and Formal(fur-lined and warming). They both protect equally against getting wet from weather. If the temperature is extremely hot, a Casual cloak will help mitigate this.

Armor
Leather gives a small amount of warmth. Chain a medium amount and Plate a larger amount. However, when warmed by the sun, the amount of warmth armor produces increases exponentially. This effect can be reduced by covering your armor with a cloak.
The armor will also cool you down a bit when the weather gets cold.

Clothing Damage
The more extreme the temperature is, the high the chance that a random item will receive damage. Leather Armor is also affected by this.

Armor Rust

When wet, you armor might start rusting.

Nudity Penalty
If you strip off all armor and clothing on legs and chest, you may start taking extra cold/heat damage from sunburn or frostbite. Does not apply to Argonians and Khajiit.

Bare Feet Penalty
If you go barefoot in extreme temperatures, you will start to take damage from it. When this effect kicks in is based on your Endurance, Race and Class Resistances.

Race
Nords and Bretons prefer the cold. (But Nords also have Resistance to Frost)
High/Wood Elves and Khajiit are neutral.
Redguard and Dark Elves prefer the heat.
Argonians love heat and hate cold. They are affected slower but harder by temperature effects.
Vampires gain resistance to cold and take increased damage from hot sunlight.
Werewolves/boars gain some resistance to heat and cold and are immune when in beastform.

Class Resistances
Critical Weakness, Low Tolerance, Resistance and Immunity to Fire/Frost drastically alters how much cold or warmth your character can handle.

Status Text
A rolling text at the top of the screen informs you if you are too hot or cold. There are several levels which indicates how severe the problem is.
There is some Khajiit-specific text and a full set of Argonian-specific text.

Check the weather
Looking up at the sky will make text appear, describing what your character thinks of the current weather.

Houses
The mods effects are deactivated while inside a house.

Dungeons
Climate and seasons have their effects reduced inside dungeons while the other environmental effects are deactivated.

Grace Period
The mod does not affect you in a range close to the middle. This allows you some wiggle room for clothing and armor without having to constantly micro-manage your inventory.

0 Fatigue Damage
If you hit 0 Fatigue, you start taking damage. This is mostly implemented to avoid some instances where you can continue playing with 0 fatigue through a bug.
Last edited by Ralzar on Fri Feb 07, 2020 12:29 pm, edited 45 times in total.
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Ralzar
Posts: 835
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Location: Norway

Re: [MOD]Climates & Cloaks

Post by Ralzar » Wed Nov 27, 2019 11:16 pm

Plans

Settings
Remove some settings and add a difficulty setting.
Add more settings.

Bug fix
Check that all womens legwear is included in the code. The casual pants might be wrong warmth level and do they have breeches?

Warmth Info
Having some kind of information on clothing that says how much they warm.

Proximity Temperature
If player is close to a heat or cold source, have this effect temperature.

Items
Implementing some items for reducing heat/cold. Water bottles? Campfires?

Review debuffs
I will probably be constantly tweaking what kind of effect the different features have. And if the debuffs should affect more/less attributes or other parts of the character.

Thermometer
Implement some kind of UI indicator for how hot or cold it is. Somewhat redundant as you can currently simply look up at the sky to get some general information on weather temperature.

Accumulating heat/cold
This will require some heavy rewriting of the code, but I can see how to make heat/cold build up in the character over time. Where it would naturally build up faster if the temperature is more extreme.
Last edited by Ralzar on Tue Feb 18, 2020 10:44 am, edited 45 times in total.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

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Jay_H
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Re: [MOD]Climates & Cloaks

Post by Jay_H » Wed Nov 27, 2019 11:42 pm

At Ralzar's request, joyfully moving this to Released Mods :)
Come join Lysandus' Tomb, a Daggerfall Unity fan Discord.
See the Daggerfall Unity Wiki on the UESP.

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Merlord
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Re: [MOD]Climates & Cloaks

Post by Merlord » Thu Nov 28, 2019 5:10 am

Looking good! Any plans for camping equipment? Campfires, tents, bedrolls etc? Holding a torch could provide some heat as well, especially useful in those cold dungeons :D

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Ralzar
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Re: [MOD]Climates & Cloaks

Post by Ralzar » Thu Nov 28, 2019 7:19 am

Merlord wrote:
Thu Nov 28, 2019 5:10 am
Looking good! Any plans for camping equipment? Campfires, tents, bedrolls etc? Holding a torch could provide some heat as well, especially useful in those cold dungeons :D
Thank you :D

I want to introduce stuff like that, but it would require a whole different set of skills compared to what I've made so far. I have yet to figure out how to introduce new items into the game, which might get easier to mod in later in the development of DFU when more code is exposed to modding.
The most obvious thing is just a "waterskin" or "bottle of water". These would act much like potions that gave you some immunity to the heat for a while.
For cold though? Torches seems a bit weird as a way to warm yourself. What I would REALLY like would be a bedroll or firewood item that you used in your inventory. When you did, it dropped a fireplace or tent on the ground that you could click on to sleep without debuffs. (Reminds me that I have to check that my mod doesn't allready turn off during sleep by mistake).
Alternatively, have ingame light sources reduce cold. So standing near fireplaces, torches etc would naturally help.
Other than that, only "warming" item I can think of is bottles of liquor :D
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

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King of Worms
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Re: [MOD]Climates & Cloaks

Post by King of Worms » Thu Nov 28, 2019 11:03 am

Congratulations on making this a reality :) Thank you

BadLuckBurt
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Joined: Sun Nov 05, 2017 8:30 pm

Re: [MOD]Climates & Cloaks

Post by BadLuckBurt » Thu Nov 28, 2019 11:30 am

Congratulations! And thanks for the mention, always a pleasure to see other unleash the power of code :D I'm gonna give this a shot tonight.

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Ralzar
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Re: [MOD]Climates & Cloaks

Post by Ralzar » Thu Nov 28, 2019 11:47 am

BadLuckBurt wrote:
Thu Nov 28, 2019 11:30 am
I'm gonna give this a shot tonight.
Hopfully it works :D
It crashed my old build but worked as intended when I downloaded 0.10.12
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

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Corsair
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Location: USA

Re: [MOD]Climates & Cloaks

Post by Corsair » Thu Nov 28, 2019 3:10 pm

Congrats! This is the kind of mod I've been waiting for - can't wait to see where this goes! More immersion mods the better! :D

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Ralzar
Posts: 835
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Location: Norway

Re: [MOD]Climates & Cloaks

Post by Ralzar » Thu Nov 28, 2019 6:01 pm

Added a small update. There is now a +/-5 grace window where the mod does not affect you, so you do not have to micro-manage clothing to hit that exact sweet spot of 0 debuff.

Edit: and damage when hitting the debuff roof.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

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