[MOD] Climates & Cloaks

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L57
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Joined: Tue Dec 31, 2019 7:53 pm
Location: Moscow, Russia

Re: [MOD]Climates & Cloaks

Post by L57 » Thu Jan 23, 2020 10:30 am

Ralzar wrote:
Thu Jan 23, 2020 9:58 am
Hm, I absolutely agree with the sentiment. Unleveled Mobs allready does a lot with making dungeon monster spawns make sense for dungeon types.

But it's a real shame that there is no visual indicators based on dungeon types. Man, it would be great if there were diffrent tile sets for the diffrent dungeon types instead of them all appearing to be the same dungeon.
Totally agree. The only indicator you have now is a short description about dungeon type when you approach it. So, at least, you can get a hint of what type of enemy (and temperature with C&C :) ) you have to expect. Still better than nothing I must say! Probably in future we'll get some mods which also control building blocks in dungeons depending on these types.

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Helegad
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Re: [MOD]Climates & Cloaks

Post by Helegad » Sun Jan 26, 2020 1:21 pm

I believe this mod is causing problems with swimming. After getting out of water in dungeons, my fatigue bar does a funny thing where it seems to be trying to deduct points but never actually changing. After about a minute, I die. If I reload a saved game, I instantly die. This can repeat a number of times until I either quit the game and start it again or reload 5+ times. I might record a video of it.

L57
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Joined: Tue Dec 31, 2019 7:53 pm
Location: Moscow, Russia

Re: [MOD]Climates & Cloaks

Post by L57 » Sun Jan 26, 2020 1:27 pm

Helegad wrote:
Sun Jan 26, 2020 1:21 pm
I believe this mod is causing problems with swimming. After getting out of water in dungeons, my fatigue bar does a funny thing where it seems to be trying to deduct points but never actually changing. After about a minute, I die. If I reload a saved game, I instantly die. This can repeat a number of times until I either quit the game and start it again or reload 5+ times. I might record a video of it.
Does this work this way even if you switch off 'wet' effects in settings?

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Helegad
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Re: [MOD]Climates & Cloaks

Post by Helegad » Sun Jan 26, 2020 1:54 pm

Nope. I didn't realize you could until you told me :oops: Everything works fine with it switched off.

I got a good video of the problem: https://www92.zippyshare.com/v/pgussIIs/file.html
Last edited by Helegad on Mon Jan 27, 2020 1:40 am, edited 2 times in total.

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Ralzar
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Re: [MOD]Climates & Cloaks

Post by Ralzar » Sun Jan 26, 2020 2:35 pm

Damn, on vacation until next week so can’t really look at this until then. Now I’m happy Iimplemented some mod settngs :D

Personally I’ve not experienced anything like that while playing. There might be some other mod affecting it. Dying in while loading is a problem I have solved for fast travel and sleeping. It resourfaced for fast travel with Tedious Travel.
Since I tested water effects quite a bit I suspect there is another mod causing this.

Helegad, do you have a list of the mods tou are using?


Edit: Hm, maybe the loading screen mod?
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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Helegad
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Re: [MOD]Climates & Cloaks

Post by Helegad » Sun Jan 26, 2020 2:37 pm

Mods I have installed:

Daggerfall Unity 0.10.17
Tedious Travel 0.4.2
Archaeologists 0.11
Warm Ashes 3.0.3
Handpainted Models 1.83c
Improved Interior Lighting 1.0.2
Post Processing 1.0.1
Enhanced Sky 2.1.1
Villager Immersion Overhaul 4
Birds In Daggerfall 2.0
World Map 1.0
Mountains & Hills 1.02
Skyshards 1.00
Convenient Clock 1.03
Vibrant Wind 0.5
Real Grass 2.6
Autosave 0.9.0b
Quest Pack 1 14-12-19
Unofficial Book Patch 2
Fancy Vitals Indicators (type) 2
Persistent Dungeons 1?
Windmills of Daggerfall 1
Compass Retexture 20-04-19
Drafty Secret Doors 1.4
Harvestable Crops 1.2.1
DREAM 2020-R1
Taverns Redone 0.12
Trees of Daggerfall 1.0
Roleplay & Realism 0.8
Loot Realism 0.1
Climates & Cloaks 1.0.1
Inventory Filter 1.1
Outfit Manager 2.0
Filling Food 1.1

I don't actually use the loading screen mod. It's definitely the C&C water thing.
Last edited by Helegad on Mon Jan 27, 2020 2:35 am, edited 1 time in total.

L57
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Location: Moscow, Russia

Re: [MOD]Climates & Cloaks

Post by L57 » Sun Jan 26, 2020 2:54 pm

What's about ocean and water areas in towns and cities, aroung Fighters guild and so on? Do you have any problems there? I can't verify it in dungeons right now in my game, but I certain there are no any bugs if I swim in the ocean and other 'exterior' bodies of water, where you cannot dive.

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Helegad
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Re: [MOD]Climates & Cloaks

Post by Helegad » Sun Jan 26, 2020 3:08 pm

It's not quite as bad, but I do still end up dying the same way after a while from traveling in rain.

L57
Posts: 207
Joined: Tue Dec 31, 2019 7:53 pm
Location: Moscow, Russia

Re: [MOD]Climates & Cloaks

Post by L57 » Sun Jan 26, 2020 3:10 pm

Helegad wrote:
Sun Jan 26, 2020 3:08 pm
It's not quite as bad, but I do still end up dying the same way after a while from traveling in rain.
This definitely looks like a conflict with another mod then. Not sure which one though.

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Ralzar
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Re: [MOD]Climates & Cloaks

Post by Ralzar » Sun Jan 26, 2020 3:32 pm

Yeah, that’s alot of mods...

I’m seeing a bunch I’ve never even heard of before.

Edit: Maybe the improved healt bars mod?
Or the autosave?
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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