Skyrim



Frostfall 2.5 is here, and adds a host of new features like spells, meters, lightable fires, and more. A full change log is below. Enjoy!

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Frostfall 2.5 Change Log
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FEATURES
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* I have put together a new suite of spells for mages that feel balanced, lore-friendly, and help you cope with the cold in unique ways while still managing to make you feel more powerful in some ways than your spell-less brethren. The link above summarizes the spells pretty well. Click each one to learn a bit more about how it works. Most of them should feel pretty natural and self-explanatory.
* SkyUI: Exposure meter (right) and Wetness meter (left). The exposure meter turns a fiery red when "warm". It depletes to 0 and then climbs back up again in the icy color as your exposure increases. There is a very wide variety of display configuration options available; have fun turning all of the different knobs available.
* SkyUI: New Weathersense Gem indicator; appears at the top of the screen by default. It will change colors depending on the surrounding temperature, so no need to continuously use a power to check it. See this page for details on what each color means.
* SkyUI: New Exposure Protection indicator in the inventory menu.
* Unlit campfires in Skyrim can now be lit with a torch or flame spell or shout, and behave similarly to all other Frostfall campfires. Frostfall is now strictly incompatible with Dynamic Fires by Woodbyte. You cannot put out fires that are already lit in the world. Lit Giant campfires will burn as long as you are near them.
* If you are carrying a waterskin with water in it from IMCN or RND, it will now display on your Frostfall backpack.
* You can now make a campfire with 10 Ruined Books (either type, in varying amounts). It shows an appropriate graphic of a pile of burning books.
* The Survivor's Guide now has a new custom book cover by Doccdr and DanielCoffey of Book Covers Skyrim fame.
* Fallen trees, driftwood found on the northern coast (and other places), and dead trees on Whiterun's tundra can now be harvested for deadwood when using Harvest Wood.
* You can now harvest wood while in interiors. This change, combined with the change above, makes it possible to put together a deadwood campfire in places like Bleakcoast Cave, an interior with fallen limbs inside.


INTEGRATION
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* When talking to Alvor or Gerdur in Riverwood after Alduin's attack on Helgen, when asking regarding "Do you have any supplies I could take?", they now have a burlap travel cloak, a small leather tent, and a pair of fur boots you can take.
* Many of the spell tomes for the new spells added by Frostfall were hand-placed in various locations all over Skyrim. A small number were placed in dungeons, but the majority were placed at unmarked points of interest across Tamriel. See the spell page for details.
* All of the spell tomes are now available for purchase from appropriate mages across Skyrim, assuming your skill level is high enough for them to become available for purchase. See the spell page for details.
* Most of the spell tomes should now appear in random leveled loot depending on the spell's skill level. See the spell page for details.
* Scroll equivalents were added for every spell (with the exception of Transmute Wood), and will be found randomly where scrolls are normally found.
* Various pieces of camping equipment are now available for purchase from general goods vendors across Skyrim. The website will be updated soon with details on what can be purchased, and where.
* The Survivor's Guide to Skyrim can be purchased at Birna's Oddments in Winterhold and Gray Pine Goods in Falkreath.
* 5 new loading screens have been added related to Frostfall-added spells.

None of the changes regarding adding items or spells for purchase or in leveled loot lists involved "hard" edits to Leveled Lists. Any Leveled List edits are managed via script so the incompatibility footprint of leveled list edits and vendor merchandise is still zero.



CHANGES
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* Dragonborn: You can no longer pitch tents and other camping equipment within Raven Rock's walls.
* Improved the distance that cooking pots, tents, and campfires glow when being placed near heat sources / tents.
* Frostfall's start-up quest prompt has been made more obvious (it is now classified as a Side Quest instead of a Misc Quest, so you will see "STARTED: FROSTFALL"), and the wording of the objective has been made shorter ("Reflect on cold weather survival. (See Quest Journal for details)" ). All possible instructions for starting Frostfall now appear in the Quest Journal.
* Stone arrows no longer have value.
* Since Last Seed has been postponed indefinitely, references to the Skyrim Survivor Series has been removed.
* CarryFurnitureScript.pex and CarryFurnitureScript.psc (two vanilla Skyrim script files that Frostfall edits) are now packaged in the BSA archive for all users, to avoid overwriting the original loose script files on the user's system (if any).
* Lanterns in tents are now a bit dimmer.
* Improved the way temperatures work when snowing, which should prevent some areas from registering as "temperate" or warmer even though they shouldn't be.
* Exposure reduced when feeding as a werewolf increased from 10 to 15.
* Added machine translation for all new interface options included in Frostfall 2.5 for all supported languages.
* The rate at which a tent will warm you without a campfire has been halved.
* Added WeapTypeWarAxe and WeapMaterialIron keywords to the woodcutter's axe variants, for better support by the SkyRe ReProccer.
* You can no longer pick up camping equipment that someone else is using (because it can result in that NPC becoming stuck that way).
* The Status screen now clearly states when you are warm, and also displays the Exposure Protection bonus of spells, if any.
* Vampires no longer dry off immediately (to facilitate the use of the Vapor Blast spell).
* How much you dry off, warm up, or cool down when using the Wait or Sleep functions has been adjusted.
* Using the Survival Skills hotkey from SkyUI while transformed into a Werewolf or a Vampire Lord will bring up the Player Status screen instead, to prevent being able to craft items or gather wood while in this state (which was never intended).
* The western section of Wyrmstooth should now have temperatures equivalent to a slightly colder version of Whiterun.
* Game objects and mesh/texture assets related to an unreleased backpack have been removed. This may result in papyrus log errors once on start-up when upgrading from Frostfall 2.4a, but are harmless.
* Game objects related to old versions of unused spells and other objects have been removed. This may result in papyrus log errors once on start-up when upgrading from Frostfall 2.4a, but are harmless.
* 27 old menus that date back to Frostfall 1.0 that were no longer being used have been deleted. This may result in papyrus log errors once on start-up when upgrading from Frostfall 2.4a, but are harmless.
* The Player Status tip regarding the Woodcutter's Axe will no longer display if you have the Transmute Wood spell. Your Survival Rank will also be as expected.


BUG FIXES
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* Now checking whether or not a waterfall is Disabled before making the player drenched.
* The handwarming animation now plays appropriately near Giant campfires.
* Harvesting deadwood or firewood (without the cinematic) no longer moves the player backwards. It now places the wood pile a few feet in front of where the player is standing (to prevent accidentally pushing the player through the world or into an object).
* The Archmage's Robes now correctly provide a body and head Exposure Protection benefit instead of just body.
* Removed a check from Survival Skills that could give it the appearance of suddenly not working any longer.
* Removed the combat check for the handwarming animation, which should cause it to play more reliably.
* Fixed a bug with an internal variable for the handwarming animation, which should cause it to play more reliably.
* Fixed an issue where waiting for 1 hour in very cold places was never causing the intended effects to occur (2+ hours was required).
* Fixed a bug where areas surrounding Lake Illinalta were showing up as bone-chilling when they should not have been.
* Fixed a bug where using Disable Waiting Outdoors while a Werewolf or while playing with a mod that disables health regeneration would constantly display the player's health meter.
* Werewolves now reduce their exposure by 20 when transforming like they're supposed to.
* Fixed an issue where werewolves could not get wet from swimming.
* Fixed an issue where transforming into a werewolf would prevent you from being able to get wet (and sometimes being able to dry off) after transforming back into a human until you reload the game.
* Fixed an issue where the Player Status screen would not show the correct amount of Exposure Protection (600) when transformed into a Werewolf or Vampire Lord. This is just a display issue; you are receiving the correct amount of EP in Frostfall 2.4a.
* The loading screen with the walking stick now has the correct (new) walking stick mesh.
* Fixed a minor issue where, if using one of the magic lifts from Dragonborn or using TCL to move directly upwards, the player could be affected in the Active Effects GUI with a "Shelter Detect Beam" effect, which was never supposed to be visible.
* Fixed a bug where, if a SkyUI hotkey was set for Weathersense or Survival Skills, and the user uninstalled SkyUI, the powers with hotkeys set would not return.
* Fixed a bug where shutting down Frostfall using the legacy menu system would generate a lot of needless Papyrus log errors.
* Fixed a bug where the player would appear Wet when starting Frostfall for the first time.
* Fixed a bug where not all context tutorials were being reset when selecting Reset Tutorials in the configuration system.

Article information

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Written by

Chesko

5 comments

  1. Sentroosi
    Sentroosi
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    So, first of all I absolutely love this mod. I feel like it should have been part of Skyrim from the very beginning. Just now getting some of the spells to help out with exposure and such. Although, they weren't showing up in shops or in the locations provided in the spells page. 

    I do have one concern, I use the No Glow mod for removing the glows off of weapons, actors, etc. from magical effects. And unfortunately that doesn't translate over into the skin spells (foxskin, wolfskin, bearskin) was wondering if there was a suggestion to make those work? I have the No Glow mod after Frostfall on my load list. 

    Again, thanks for such a fantastic mod that really provides a LOT to Skyrim.
  2. herojstane
    herojstane
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    Fantastic mod!

    Though sadly I've run into problems. It worked flawlessy for many tens of hours until I used BOSS to sort out the load-order, then it crapped (that'll teach me never to use that piece of malware again). Now I can no longer use the woodcutter axe to manually harvest wood from trees anymore, can get firewood only through the woodcutting block and through the survival skills hotkey. Which takes a heck of a lot more time than needed and regularly sees me die of exposure.
     
    I've tried clean-saving and played for several hours without Frostfall (and thus through many saves) before installing it again, but the problem is still there. Also tried moving the esp around in load order, but nothing works.
     
    There is another indication that the game saved Frostfall even though it was not installed... after starting it anew my exposure resistance is not reset to zero even through many clean saves, but is back to the number it was before uninstalling. Somehow the game is refusing Frostfall scripts and memory to be purged from savegames.
    I also tried ClearInvalidRegistrations=1 but it didn't work.
     
    Any idea what to do about that? Thanks!
  3. KITkingslayer
    KITkingslayer
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    Love to see that this mod is continuing to improve.I was just wondering if you were still working on the follower and the audio book mod.I remember those being announced a ways back and haven't heard any news on them.I really hope they haven't been cancelled.Thank's for all the hard work you've put in and I hope to see something on the other mod's soon.
  4. theadventurer
    theadventurer
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    Hooray, exposure, wetness meter and weathersense gem!
  5. mouse0270
    mouse0270
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    And now I wish I didn't have to work today...