[MOD] Climates & Calories

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L57
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Re: [MOD] Climates & Cloaks

Post by L57 » Mon Feb 17, 2020 7:10 pm

And what's about temperature when you're in water? You're getting wet instantly, right? Apparently PC get cold pretty fast while swimming. Don't complain, just thinking what to expect and how to deal with underwater fighting and exploring vast bodies of water... :)

Also, what's if you change the clothes after swimming? I guess it doesn't work now, but could be a cool feature... Wear new shirt and pants (which weren't in your inventory previously, of course), and you're fresh and ready. :) So you can remove some clothes prior to swimming, do your business under water, come back and change clothes. I guess it would be not easy to implement this avoiding possible exploits (and bugs), though.

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Dubiousintent
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Re: [MOD] Climates & Cloaks

Post by Dubiousintent » Mon Feb 17, 2020 11:35 pm

Re: swimming. Don't forget about the "insulation" effect. Something like a "khajit suit" will provide an increased buffer of time before the full chill effect takes over, from the water that is trapped next to the body absorbing the body heat. (This doesn't work with regular clothing as it doesn't trap the water next to the body sufficiently to act as a buffer; letting the water just "wash out".) Add a "resist elements" spell to it and you have the rough equivalent of a "wet suit"; extending the survival time significantly.

Re: dungeon temps. An 1882 Scientific American paper in Britain summarizing 15 different studies of "underground temperatures" in Europe that covered depths down to 1000-2000 feet, concluded that below 10 feet, where temps dropped to a steady localized temp (roughly 10C/50F), as you went deeper the temperature increased at a mean rate of 1 degree F per 64 feet; depending upon the type of rock and the amount of air convection.

Re: drying times. From Quora.
How long it takes to air dry clothes inside depends on the thickness of the clothing, the type of material, the humidity level, & temperature inside. Thicker clothing dries more slowly. Warmer temp w/less humidity helps things dry faster. If there’s a vent blowing hot or even cold air on the item, it’ll dry faster.

Athletic moisture wicking clothes or unlined nylon undergarments tend to dry the fastest, within 1–2 hrs depending on the aforementioned factors. 100% thick cotton jeans could take 8–12 hrs. A cotton men’s dress shirt might take 4–5 hrs. A cheer uniform might take 2–3 hrs to be completely dry, including the seams. Synthetics tend to dry faster than natural fibers. Wool probably takes the longest, a sweater or sweater dress might take 24+ hrs, depending on thickness.

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Ralzar
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Re: [MOD] Climates & Cloaks

Post by Ralzar » Tue Feb 18, 2020 7:39 am

L57 wrote:
Mon Feb 17, 2020 7:10 pm
Also, what's if you change the clothes after swimming? I guess it doesn't work now, but could be a cool feature... Wear new shirt and pants (which weren't in your inventory previously, of course), and you're fresh and ready. :) So you can remove some clothes prior to swimming, do your business under water, come back and change clothes. I guess it would be not easy to implement this avoiding possible exploits (and bugs), though.
I thought about that and decided to just ignore the entier problem :D
The problem is twofold. First there's the problem of assigning each clothing item an amount of wetness.
Then there's the problem of feedback to the player. How is he to know the piece of clothing is wet? I'd have to either be able to have a seperate popup for each item informing about wetness or changing the graphics of items based on wetness.

It's just.. alot. Particuallrly when people usually swim with all their clothes and inventory. So naturally everything would be equally wet.
Last edited by Ralzar on Tue Feb 18, 2020 8:51 am, edited 1 time in total.
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L57
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Re: [MOD] Climates & Cloaks

Post by L57 » Tue Feb 18, 2020 8:41 am

Yes, I understand. I fully support Dubiousintent's idea then to make khajiit suit an equivalent of a "wet suit". It would be great and very appropriate!

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BadLuckBurt
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Re: [MOD] Climates & Cloaks

Post by BadLuckBurt » Tue Feb 18, 2020 8:55 am

Khajiit suit is the TES version of a catsuit, not a wetsuit.
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L57
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Re: [MOD] Climates & Cloaks

Post by L57 » Tue Feb 18, 2020 9:54 am

BadLuckBurt wrote:
Tue Feb 18, 2020 8:55 am
Khajiit suit is the TES version of a catsuit, not a wetsuit.
Even if so, shouldn't Khajiit suit still be more effective than ordinary clothes? It might not be perfect, but still pretty useful.

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BadLuckBurt
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Re: [MOD] Climates & Cloaks

Post by BadLuckBurt » Tue Feb 18, 2020 10:10 am

L57 wrote:
Tue Feb 18, 2020 9:54 am
Even if so, shouldn't Khajiit suit still be more effective than ordinary clothes? It might not be perfect, but still pretty useful.
Would completely depend on the material it's made of and I don't think there's an equivalent of latex in TES games so it would probably just be some stretchy fabric like Catherine Zeta Jones wore in Entrapment:

https://www.youtube.com/watch?v=3hht40O5y8M
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L57
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Re: [MOD] Climates & Cloaks

Post by L57 » Tue Feb 18, 2020 10:26 am

BadLuckBurt wrote:
Tue Feb 18, 2020 10:10 am
Would completely depend on the material it's made of and I don't think there's an equivalent of latex in TES games so it would probably just be some stretchy fabric like Catherine Zeta Jones wore in Entrapment:
Hmm I remember there was a version with bright patches of reflected light, just like here in the middle. Looks latex-esque enough to me. What material could it be otherwise? I agree, latex feels pretty out of place in TES. But it also could be material which doesn't exist in real world, or has similar properties but requires different technology to produce.

Sadly there is no any Lore description of this suit. I wonder what devs have implied.

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BadLuckBurt
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Re: [MOD] Climates & Cloaks

Post by BadLuckBurt » Tue Feb 18, 2020 10:35 am

L57 wrote:
Tue Feb 18, 2020 10:26 am
Hmm I remember there was a version with bright patches of reflected light, just like here in the middle. Looks latex-esque enough to me. What material could it be otherwise? I agree, latex feels pretty out of place in TES. But it also could be material which doesn't exist in real world, or has similar properties but requires different technology to produce.

Sadly there is no any Lore description of this suit. I wonder what devs have implied.
Latex is a plastic so no, silk has the same kind of shine to it but it's clear we're on different sides of the spectrum here. The shiny khajiit suit is actually a palette swap bug but it does look cool. There's a topic by hannahcomputer about it on the forums somewhere.
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L57
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Re: [MOD] Climates & Cloaks

Post by L57 » Tue Feb 18, 2020 10:50 am

BadLuckBurt wrote:
Tue Feb 18, 2020 10:35 am
The shiny khajiit suit is actually a palette swap bug but it does look cool.
Really? :shock: Didn't know that. I remember when I first saw it I was puzzled why this kind of suit exists in the game and it was almost like easter-egg to me until now. :lol:

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