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Re: [MOD] Climates & Cloaks

Posted: Tue Feb 18, 2020 10:54 am
by BadLuckBurt
L57 wrote:
Tue Feb 18, 2020 10:50 am
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:
I went and found the thread for you: viewtopic.php?f=4&t=3144&p=36815&hilit=khajiit+suit

Re: [MOD] Climates & Cloaks

Posted: Sat Feb 22, 2020 2:38 pm
by Ralzar
v1.2.6 of Climates & Cloaks out:

Improved Status Textbox
Dungeons are now usually a bit cold.
Made cloth damage less aggressive.
Removed text/spam during Tedious Travel.
Rearranged and tidied up mod settings.

Re: [MOD] Climates & Cloaks

Posted: Mon Mar 16, 2020 8:28 am
by Ralzar
Not updated C&C in a while now as I've hit a point where its stable and I haven't had any new features in the pipeline.
Now I might be looking at adding a rudementary camping system in the near future.


In addition, some stuff I've tweaked since last update:

Fix wading detection. So you do not get wet when riding through a puddle.
When starting a new character, you start wet after your swim from the shipwreck.
If you are using Roleplay&Realism with the encumbrance feature, the C&C status box will inform you if you are over encumbered.

Re: [MOD] Climates & Cloaks

Posted: Mon Mar 16, 2020 11:32 am
by King of Worms
nice to see this reaching a stable and tuned version, I like this mod!

The camping enhancement would be really good
What do you plan to do with that?
I had one idea on how to improve on that visually, just updated the opening post there
viewtopic.php?f=12&t=2041

Re: [MOD] Climates & Cloaks

Posted: Mon Mar 16, 2020 11:56 am
by Ralzar
That would be pretty nice :D

The idea so far is that Hazelnut is working on item mod implementation. He's more or less made a "camping equipment" for your inventory.

The idea is that if you "USE" this item (while outside), it creates a tent model in the world. If you click the tent you initiate rest.

Then I'll have the mod act differently if you just used the rest hotkey or if you used the tent. So resting outside without a tent will have you much more exposed to temperatures and weather effects.


I am hoping to also add condition damage based on weather to the tent.

Re: [MOD] Climates & Cloaks

Posted: Mon Mar 16, 2020 4:37 pm
by King of Worms
That would be just epic! And some fireplace for the dungeon resting :)

Re: [MOD] Climates & Cloaks

Posted: Tue Mar 17, 2020 8:52 pm
by Ralzar
Climates & Cloaks v1.2.8 out

Fixed wading mechanic.
Made dungeons slightly colder.
Added info text for Roleplay&Realism Encumbrance mechanic.

Re: [MOD] Climates & Cloaks

Posted: Mon Mar 23, 2020 8:39 am
by Ralzar
Camping is starting to take shape. Although it will need some Hazelnut magic to work. So it won't go live until the DFU build has the right code for it to work.
Atm it will simply be a camping item in your inventory that you can use to initiate Rest. The mod will apply the temperature effects on you if you are sleeping without being in a bed or using the camping item.

In time I am hoping to implement a step between where you use the camping to set up a tent. Then click the tent to rest without temperatures affecting you.


Other than that, I've implemented a new function in the advice status box. If you have RP&R with encumbrance penalty enabled, C&C detects it and includes it in the text advice.
encadvice.png
encadvice.png (209.62 KiB) Viewed 372 times

Re: [MOD] Climates & Cloaks

Posted: Sun Mar 29, 2020 6:40 am
by Regnier
how about adding something to the map that tells you what the conditions will likely be.

Like the climate map or just info in a box when you hover over a province

Re: [MOD] Climates & Cloaks

Posted: Mon Mar 30, 2020 6:06 am
by Ralzar
Regnier wrote:
Sun Mar 29, 2020 6:40 am
how about adding something to the map that tells you what the conditions will likely be.

Like the climate map or just info in a box when you hover over a province
Not sure how to implement that, but I like the general idea. I'll add it to my list of possible plans.