[MOD] Climates & Cloaks

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Ralzar
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Re: [MOD] Climates & Cloaks

Post by Ralzar » Mon Feb 10, 2020 7:22 am

FoldedDice wrote:
Mon Feb 10, 2020 12:07 am
My Argonian also didn't generate with a weapon that he could use with proficiency, so I had to bypass nearly all of the fights and only managed to grab a few loot piles, which did not happen to provide what I needed. It was a truly catastrophic convergence of just about everything that could have gone wrong, so take that with an appropriately large grain of salt.
I'm aiming to fix that: viewtopic.php?f=12&t=3312

I actually have a working mod for giving you starting equipment based on primary and major skills. But Hazelnut asked me to hold off finishing it until he could expose the actual starting gear and startingspells code for modding, so I can just wipe starting gear (except bonus stuff from questions, like Ebony Dagger) and spells, then assign new items/spells based on my own criteria.
FoldedDice wrote:
Mon Feb 10, 2020 12:07 am
Aside from that one experience I'm quite pleased with the way the difficulty is currently tuned, so I don't think I will be enabling any easier settings unless I decide to attempt a playthrough that would be completely non-viable at the harder settings. For the most part I'd say it's fine how it is, but of course more options are always welcome.
Glad to hear it! Honestly, I am not sure I even agree with having as many mod settings as I do. I just implemeted a bunch when I figured out how to code it.
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"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
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BadLuckBurt
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Re: [MOD] Climates & Cloaks

Post by BadLuckBurt » Mon Feb 10, 2020 7:30 am

Glad to hear it! Honestly, I am not sure I even agree with having as many mod settings as I do. I just implemeted a bunch when I figured out how to code it.
Maybe you need settings for the settings :)

L57
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Re: [MOD] Climates & Cloaks

Post by L57 » Mon Feb 10, 2020 9:40 am

I am thinking the result will end up giving a text like this:

"The cold spring night of the mountains is no place for a Redguard like you.
You are dressed very warm, but the metal armor you wear cools you down.
You should seek an inn or make camp until morning."
This would be very cool and immersive. I like the text which describes how PC feels about this or that. If you can't add it via textbox, maybe it's ok to keep it in a popup text that appears when you look at the sky?

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Ralzar
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Re: [MOD] Climates & Cloaks

Post by Ralzar » Mon Feb 10, 2020 9:49 am

L57 wrote:
Mon Feb 10, 2020 9:40 am
I am thinking the result will end up giving a text like this:

"The cold spring night of the mountains is no place for a Redguard like you.
You are dressed very warm, but the metal armor you wear cools you down.
You should seek an inn or make camp until morning."
This would be very cool and immersive. I like the text which describes how PC feels about this or that. If you can't add it via textbox, maybe it's ok to keep it in a popup text that appears when you look at the sky?
I've got the textbox working. At the moment it set to appear if you press BACKSPACE, but I intend to have a mod setting where you can bind it yourself.

But what I was really hoping to do was have it pop up whenever you closed the "You are healthy" popup. So it was just part of the Status function. That will have to wait though, until some code is exposed or someone with more experience shows me a way to do it.
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."
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Helegad
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Re: [MOD] Climates & Cloaks

Post by Helegad » Mon Feb 10, 2020 9:56 am

L57 wrote:
Sun Feb 09, 2020 7:22 am
Each race has a type of climate that they enjoy. While in that climate and NOT too warm or cold, they get some kind of minor buff?
Nords in mountains, Redguards in subtropical, khajiit in desert etc.
You rarely have any use of such buffs, because there are almost no hostile encounters outside the dungeons in vanilla game. I think it's ok to add minor buffs as an optional feature for those who use Wilderness enemies mods and such, but not in the core mod, as others already said.
If they have C&C installed, it won't be a vanilla game. Chances are there's also at least one mod installed that spawns enemies outside of dungeons.

L57
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Re: [MOD] Climates & Cloaks

Post by L57 » Mon Feb 10, 2020 10:06 am

Helegad wrote:
Mon Feb 10, 2020 9:56 am
If they have C&C installed, it won't be a vanilla game. Chances are there's also at least one mod installed that spawns enemies outside of dungeons.
Not sure if I understand your point, but I assume any mod should use vanilla game as a reference point when it's about default settings. Then you can turn ON some overhead stuff if it works better with additional mods you installed.

L57
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Re: [MOD] Climates & Cloaks

Post by L57 » Mon Feb 10, 2020 7:55 pm

Ralzar wrote:
Fri Feb 07, 2020 12:31 pm
In the next up date I'm going to split up the settings for clothes and armor decay. So it's possible to just have clothes damage and not armor.
So here my reports again :D

When I activated this new feature and had arrived at the place via fasttravel, my shoes dropped in quality suddenly to the 'worn' status; short shirt to 'almost new', tights to 'almost new' and cloak to 'slightly used'. It was raining pretty hard with thunderstorm on the street.

My PC was 'shivering from the cold' so I guess it's still not considered that harsh? How often these weather checks regarding cloth condition happen?

I had no time to test it further though, I'll report more about this later. Is it considered a hard weather already or kind of bug? Given the strange behavior with Filling Food in my case and this experience I begin to suspect that something could break my game (or save files?) somehow but I hope it's not so. :|

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Ralzar
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Re: [MOD] Climates & Cloaks

Post by Ralzar » Mon Feb 10, 2020 9:38 pm

Hm, I’ll take a look at it tomorrow. The clothing damage should not hit often and does 1 damage. Normal clothes have around 200hp if I remember correctly.
Maybe it fires by mistake during fast travel.


Good news btw; I figured out a way to make the temperature info box appear after the status message «You feel healthy.»
Sometimes with a couple of seconds delay but at least it works.
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."
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Helegad
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Re: [MOD] Climates & Cloaks

Post by Helegad » Mon Feb 10, 2020 11:09 pm

L57 wrote:
Mon Feb 10, 2020 10:06 am
Helegad wrote:
Mon Feb 10, 2020 9:56 am
If they have C&C installed, it won't be a vanilla game. Chances are there's also at least one mod installed that spawns enemies outside of dungeons.
Not sure if I understand your point, but I assume any mod should use vanilla game as a reference point when it's about default settings. Then you can turn ON some overhead stuff if it works better with additional mods you installed.
That sounds horribly restrictive. If someone wants to play vanilla, that goes only one way. If you're going to install mods, there's like 99% chance this won't be the only mod you install.

L57
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Re: [MOD] Climates & Cloaks

Post by L57 » Tue Feb 11, 2020 6:24 am

Helegad wrote:
Mon Feb 10, 2020 11:09 pm
That sounds horribly restrictive. If someone wants to play vanilla, that goes only one way. If you're going to install mods, there's like 99% chance this won't be the only mod you install.
But how is it restrictive in any way? :) You are able to install as many mods as you wish and turn ON options you prefer.

The problem is not whether a person has only one mod or not, but the fact that people have different composition of mods. And we don't have any statistics to judge whether people play only vanilla or heavily modded games, or just a game with 1 or 2 mods. It's natural to rely on vanilla gameplay in the mind, because no other reference point exists in principle.

It's just the way modding community have always worked (at least TES community). All mods are based on vanilla gameplay, and there are patches which make different mods compatible if needed.

But in DFU case there is no any problem in this regard at all (yet). There are still few mods, and devs are trying their best to make mods compatible and customizable. I don't understand what worries you.
Maybe it fires by mistake during fast travel.
Apparently so. :)

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