[MOD] Climates & Calories
-
- Posts: 149
- Joined: Wed Aug 14, 2019 11:32 am
- Location: Russia
Re: [MOD] Climates & Calories
.
Last edited by yabay on Wed Sep 01, 2021 1:23 pm, edited 2 times in total.
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [MOD] Climates & Calories
Yeah, I updated the mod earlier today to fix this?
Oh wait, I might not have fixed it for off-road travel. Damn. Okay, I'll see what I can do.
Oh wait, I might not have fixed it for off-road travel. Damn. Okay, I'll see what I can do.
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [MOD] Climates & Calories
Okay, updated to 1.5.13
Should solve the problem for off-road travel as well.
Should solve the problem for off-road travel as well.
-
- Posts: 7
- Joined: Thu Jan 07, 2021 10:17 pm
Re: [MOD] Climates & Calories
What's the intended solution for the 'Sun burns your bare legs.' message? I keep getting this message, despite wearing boots and casual pants, which would logically cover said bare legs and make them no longer bare.
The only answer seems to be wearing a casual cloak, but that's kind of unintuitive, as the main purpose of cloaks is not 'covering the legs'.
The only answer seems to be wearing a casual cloak, but that's kind of unintuitive, as the main purpose of cloaks is not 'covering the legs'.
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [MOD] Climates & Calories
Hm... that is not right. I’ll have to take a look at the logic there. I might have simply missed a pants type counting as leg cover.
For the moment I would reccommend simply buying some other leg covering.
For the moment I would reccommend simply buying some other leg covering.
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [MOD] Climates & Calories
Found the bug. Should work correctly now.phantasmald wrote: ↑Tue Oct 19, 2021 10:15 am What's the intended solution for the 'Sun burns your bare legs.' message? I keep getting this message, despite wearing boots and casual pants, which would logically cover said bare legs and make them no longer bare.
The only answer seems to be wearing a casual cloak, but that's kind of unintuitive, as the main purpose of cloaks is not 'covering the legs'.
v1.5.14
- Bugfix for water refilling at weird times
- Bugfix for clothing protection from sunburn
-
- Posts: 23
- Joined: Mon Apr 04, 2022 11:33 pm
Re: [MOD] Climates & Calories
Hi Ralzar,
I was wondering if you could make the "Your stomach rumbles" message and its stopping of your travel optional. I get it several times a trip during tedious travel with travel options, even though I've eaten to full.
Alternatively, I can mod the stomach rumble message out myself using the source code. Would it be possible for you to upload an up-to-date copy of the source code on your github? Current github source code is at 1.5.11 and it's a bit buggy compared to 1.5.16.
I was wondering if you could make the "Your stomach rumbles" message and its stopping of your travel optional. I get it several times a trip during tedious travel with travel options, even though I've eaten to full.
Alternatively, I can mod the stomach rumble message out myself using the source code. Would it be possible for you to upload an up-to-date copy of the source code on your github? Current github source code is at 1.5.11 and it's a bit buggy compared to 1.5.16.
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [MOD] Climates & Calories
I’m planning on putting some more work into this mod soon. I’ll think about trying to add some mod settings to it again and getting the github updated.
The reason it stops you is because the food buff has run out, so you have the option to eat to reapply the buff before continuing travel. Without the stop you very easily do not notice it happening and then you waste a bunch of fatigue before you catch on.
At some point I will try switching to using UI icons to indicate temp, hunger and thirst, which will make it easier to keep track off manually while traveling.
The reason it stops you is because the food buff has run out, so you have the option to eat to reapply the buff before continuing travel. Without the stop you very easily do not notice it happening and then you waste a bunch of fatigue before you catch on.
At some point I will try switching to using UI icons to indicate temp, hunger and thirst, which will make it easier to keep track off manually while traveling.
- Macadaynu
- Posts: 264
- Joined: Sun Mar 07, 2021 1:18 pm
Re: [MOD] Climates & Calories
This will be a very welcome addition, I had thought about doing something like that.
I may as well share the idea here:
A simple stick-man like icon with a bar that fills the inside of the man the less hungry you are. The outline of the man changes colour to red/blue the more hot/cold you get, could leave it white or something neutral when at a comfortable temperature. Could also integrate thirst in there somehow, as it would be cool if all the info you need was within the same icon. (This could just start flashing a water drop symbol in the middle of the icon when you get thirsty)
Just a thought, feel free to ignore though
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [MOD] Climates & Calories
I have made some thoughts about how to do it, but nothing concrete yet. So far my plan is to use daggerfall sprites when possible, as I am not a great artist and this makes the icons not only mesh with vanilla but also get automatically updated if the sprite textures are replaced.
The plan is to have an icon for each condition placed along the side of the screen which only fades in when the effect is active. So, for example, have the meat sprite appear when you have the food buff and then it fades out when the buff runs out. The same spot being used for a ration sack icon that appears and starts blinking more and more rapidly when you are starving. So during regular play you would have no icon there at all.
Then do something similar for water (flask upside down) and drunk (full flask?), cold, warm and wet (magic icons?) and an anvil for encumbrance.
We’ll see what I manage to code though
The plan is to have an icon for each condition placed along the side of the screen which only fades in when the effect is active. So, for example, have the meat sprite appear when you have the food buff and then it fades out when the buff runs out. The same spot being used for a ration sack icon that appears and starts blinking more and more rapidly when you are starving. So during regular play you would have no icon there at all.
Then do something similar for water (flask upside down) and drunk (full flask?), cold, warm and wet (magic icons?) and an anvil for encumbrance.
We’ll see what I manage to code though