Re: [MOD]Climates & Cloaks
Posted: Thu Nov 28, 2019 6:20 pm
Excellent. I love immersion mods. Good work!
Tools for Daggerfall
https://forums.dfworkshop.net/
That's the only version that'll work for DFU atm. Interkarma plans to move to the newer Unity later on but for now we're all on Unity 2018.2.21f1 so you should be good when the download finishes.Daniel87 wrote: ↑Thu Nov 28, 2019 8:02 pm Downloading Unity 2018.2.21f1 right now, as I struggled importing the project into newer version (got an error concerning the font and couldnt run the project, so I thought giving the original version of unity in which the project was created a shot.)
Which Unity version are you using for modding?
I'm getting the same. I assume that part of the mods script gets run through several times during loading. I have seen it happen when fast traveling when the script had the text run with shorter intervals. I wonder if there's some way to stagger the mod until you have finished loading. Maybe a popup text informing you of the weather that freezes the mod until you click it.BadLuckBurt wrote: ↑Thu Nov 28, 2019 8:05 pm I had a bit of message spam saying I was too warm when I loaded a save. It stopped after a second or two.
You could try some debugging with Debug.Log to see why it triggers that many times. There might also be an event that signals that the entire game has loaded that you could maybe hook into to delay the messages. It's just a minor thing, I admit I was a bit worried when I saw them scrolling by that fast but then they slowed down gradually and stopped.Ralzar wrote: ↑Thu Nov 28, 2019 8:35 pmI'm getting the same. I assume that part of the mods script gets run through several times during loading. I have seen it happen when fast traveling when the script had the text run with shorter intervals. I wonder if there's some way to stagger the mod until you have finished loading. Maybe a popup text informing you of the weather that freezes the mod until you click it.BadLuckBurt wrote: ↑Thu Nov 28, 2019 8:05 pm I had a bit of message spam saying I was too warm when I loaded a save. It stopped after a second or two.
I've been working on a Morrowind survival mod called Ashfall for the last couple of years. Not sure how much of it would translate to Daggerfall, but it might give you some inspiration. The way camping works in Ashfall is you swing an axe at a tree to harvest wood, place it on the ground and light it to make a campfire. This provides warmth, and allows you to cook food and boil water. Bedrolls provide warmth while sleeping outdoors at night, and tents provide shelter from the rain. There's needs mechanics which also interact with the temperature mechanics: staying well fed provides a bonus against the cold, while staying hydrated provides a bonus against heat.Ralzar wrote: ↑Thu Nov 28, 2019 7:19 am
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