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Hypothermia v1.5
by Nitor
Skyrim Nexus: n1t0r
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...this coarse, uncivilized province is far from hospitable...
SUMMARY:
Hypothermia is a configurable immersion mod that provides a core body temperature for the player. Core temperature is
observable in your magic effects menu. The core body temperature drops and rises based on environmental factors, weather,
location in Skyrim, frost resistance, time of day, swimming in cold water, armor and clothing, and level of exertion.
When the core temp drops below certain thresholds, the effects include, slowed movement, reduced magicka regen,
stamina drain, reduced pickpocket and lockpicking, disabled fast travel, blurred vision, and health drain at the very
lowest core temp. Multiple methods for preventing the heat loss. Proximity to campfires and Giant bonfires provides
heat. Warm up by the fire!
Includes both werewolf and vampire support.
Getting wet is very dangerous in this version, if you spend too much time in the rain, you're clothes will get
saturated and lose their protective qualities. Swimming instantly removes all but 10% of their insulation.
Out of the rain, your saturation is gradually reduced. Fires speed up the drying process.
If you sleep while hypothermic, you'll suffer appropriate effects.
This mod includes animations for warming hands by the fire, both standing and crouching.
-- Please report mod conflicts. I'll try to fix it. --
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Philosophy:
-Immersive above all
-Minimal (additional mechanics will be modular, but the core will always function on it's own)
-Non-intrusive but configurable
-Compatibile with as many mods as possible within reason
-Realistic yet fun
-Lightweight (always challenging)
It should add challenge to your gameplay without making you want to rip your hair out everytime you enter a blizzard or rain storm.
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Changelog:
v1.5 - 14 Apr 2014
- MCM Released
- Multiple patches released (DLC, Realistic Needs and Diseases, Campfire Cooking, Immersive Armors)
- Saturation has its own active effect so you can observe the exact percentage of saturation
- Renamed effects for a more cohesive theme
v1.4 - 22 Apr 2012
- Modified config menu appearance for compatibility with lower resolutions and different aspect ratios
- Added Ancient Nord Armor to list of Moderately warm armors
- Balance changes to the alchemy ingredients that create Potions of Warmth
- Active magic effects now shows weather protection bonus when you're wearing a cloak
v1.3 - Apr 2012
- Better location detection: Ice caves now very cold, caves are cool, forts and ruins slightly colder than inns/houses which are still warm
- Time of year now subtly affects ambient temperature on a linear scale - Morning Star is coldest, Sun's Height is warmest
- Cloaks now reduce saturation rate by 90%, giving you 10x more time in the rain
- Text notifications of core temp change are now available to players who want them (via config menu)
- Added uninstall key (acquire +Delete Hypothermia+ via console)
- Fixed: Eastmarch hotsprings finally actually warm
- Fixed: Hooded robes now provide just as much insulation as a robe with separate hood (Bethesda omitted ClothingHead keyword)
- Fixed: Users reporting fast travel difficulties when warm now can turn off the fast travel effects in the config menu
- Fixed: Sleeping next to a fire now has the following effects: Reduced saturation and increased warmth
v1.2 - 20 Mar 2012
- UI Feedback: Active magic effects tab shows current core temperature and latest change if rising or dropping
- Added animations
- Image Space Modifier added for Moderate Hypothermia
- Script performance change (RegisterForSingleUpdate, reduced getter functions)
- Wider core temp range (37 max, 27 min)
- Added -50% magicka regen rate, so the mod now matters to mages
- Health drain occurs only when minimum core temp has been reached (27 C)
- Saturation from rain and swimming added. Stay out of the rain and don't get wet when it's cold - it's a killer
- Clothing/Armor now provides insulation factor vs. a fixed temperature increase, so warm clothing is worth even more at low temps
- Location detection is now much better thanks to Nosferat
- Configuration Menu added
- Status updates available via power: player.addspell XX0025A9
- Console can be used to change core temp: set hypocoretemp to <float>
- Added beast race bonuses and weaknesses
- Fixed: Elevated fires don't warm you (must be within 200 units on Z-Axis)
- Fixed: Compatibility with any and all armor mods including Weapons and Armor Fixes (Thanks Chesko)
- Fixed: College of Winterhold indoor windspeed lowered from 60 to 0
v1.05 - 24 Feb 2012
- Script no longer recognizes Disabled fires. Big thanks to McGuffin for finding AND fixing the bug in the code.
v1.0 - 19 Feb 2012
- Added proximity heat for campfires/giant fires/braziers/blacksmith pits.
- Removed the camera shake. Too annoying. Frost effects provide visual feedback of state change as well as a stagger effect for later stages.
- Added support for werewolves. Bodyheatgen approx. 300% in beast form.
- Slight decrease to Argonian and Khajiit bodyheatgen. (3C - Just enough that they'll probably now need a torch or a hood or a few extra potions.)
v0.9 - 17 Feb 2012
- All ported to Papyrus. Script Dragon no longer required.
- Player now has a core body temperature
- All clothing provides some protection
- Locations aroud Skyrim have ambient temperatures
- Hypothermia is caused by lowered core temp
- Boots, hoods, torches now help warm player
- Player can swim in Southern holds with minimal effects
- "ClothingWarm" is deprecated
- Beverages do not warm you (for now)
v0.75 BETA
- Hypthermia is now an esm, so other mods can reference the "ClothingWarm" keyword to designate their armors/clothing as warm
- Magic effects from other mods can also reference "Warming" magic effect keyword
- Includes optional WarmDrinks.esp by default for warming effects from alcohol (will probably conflict with other mods that change drinks, delete if you don't want it)
v0.7
- Slow effects added to Exposure Hypothermia
- Potions of Warmth now prevent hypothermia from developing
- Troll Fat, Briarheart, Fire Salts, and Bear Claws create Potions of Warmth (5 min real time)
- Werewolves(in beast form) and Vampires are immune (Werewolves have fur and a high metabolism, Skyrim's vampires are Ice Vampires)
- Nords have an appropriate 50% resistance, Khajiits have 50% resistance due to fur
- Immersion hypothermia now affects the player, even in warm clothing - Potions of Warmth and Flame cloak allow swimming with no penalties
- Craftable waterproofed garment (uses DB armor mesh) available at the forge - Requires: 2-Troll Fat, Ice wolf pelt, 2-leather, 5-leather strips
v0.6
- Flame cloack prevents all hypothermia
- Default ini settings give you mild hypothermia most places outside
- Exposure hypothermia now requires the stamina to drain before health damage is applied
- Immersion hypothermia works like exposure hypothermia
- The bandit campfires at the Wreck of the Wreck of the Pride of Tel Vos will warm you up
- Frost effects are momentary for stamina damage and constant for health damage
- Probably the last update for awhile, feel free to pile on and reupload to the Nexus
- Default load order is now 02
v0.5
-Fixed interior behavior. Hypothermia effects leave on entry into a building. Used "IsInInterior" Obscript function.
-Added iron banded to warm list
-Added Amulet of Warmth and Necklace of Waterbreathing to warm list
21 Jan 2012 - v0.4
Used Script Dragon to apply effects and ESP for hypthermia spells and effects.
18 Jan 2012 - V0.1
Stamina and Health effects for swimming and walking through snowfall without "ClothingWarm" clothing.
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DETAILS:
Hypothermia is governed by several variables:
Player's core temperature
Body heat generation
Ambient temperature - Initial environmental temperature
Effective temperature - After all modifiers
Determined by:
Player's location in Tamriel
Altitude
Weather (pleasant, cloudy, rainy, and snowy weather
Simple windchill equation
Time of day
Month of the year (linear scale from -2.5 in Winter to +8 in Summer)
Swimming
Saturation
The player's coretemp and body heat generation is compared to the effective temp.
If the effective temp is lower, the coretemp gradually begins to drop. When it reaches a threshold,
the player develops the next stage of hypothermia and the effects appear.
Core temperature loss is avoided using various methods:
All torso clothing provides a basic 20% insulation against the cold. The following armors provide even more protection:
- 15% Extra insulation
- Fur armor with sleeves
- Daedric
- Stormcloak officer's cuirass
- 10% Extra insulation
- Sleeveless fur armor
- All Steel armors
- All Orcish armors
- Psijic robes
- Archmages robes
- Thieves Guild armor
- Fine clothes 2 (looks like a blanket - Nazeem wears it)
- Fine clothes 1 (the one with the fur collar)
- Ancient Nord Armor
- Various others (open to suggestions)
Cloaks: 15%
Boots: 5%
Hoods/Hats: 10%
The following provide a fixed amount of warmth to combat the cold:
Torches: +3
Fire cloak: +100
Warmth Potion: +100
Nearby Fires: +50
Saturation gradually increases in the rain and immediately jumps to 100% when swimming. Saturation strongly affects windchill and insulation factor.
Frost Resistance boots your body heat by up to 40% AND slows the rate at which your coretemp drops by a proportional amount.
100% Frost Resistance = Unaffected by the cold (helpful for stage 4 vampires)
Exercise: Running or swimming boosts body heat by 10%, sprinting by 70%
If you're struggling to stay warm, go for a run. It may give you the extra heat you need.
(Not entirely accurate for the real world, but helpful in-game.)
Shivering is always simulated and slightly boosts coretemp, but it's only visible if you enable camerashake.
BEAST RACES:
Argonians ignore saturation, but have lower coretemp due to their reptilian cold blood.
Khajiits have an insulation bonus, but they have a higher maximum saturation, so they're more vulnerable when they get wet.
Werewolves in beast form have a bodyheat that should keep them warm in nearly any situation.
EFFECTS:
Hypothermia consists of three stages (spells and drains) that apply different damages based on core temperature:
Mild Hypothermia:
-Gradual stamina drain *
-Stamina regen -50% *
-Temporary pickpocket and lockpicking skill decrease from shivering/shaky fingers
-Frost effects at onset **
-Warm arms animation *
-Disabled fast travel (only while temp is dropping) *
Moderate Hypothermia:
-Gradual stamina drain *
-Stamina regen -100% *
-Health regen -50% *
-Magicka regen -50%
-Slow by 10% (25% if not wearing boots)
-Blurred vision shader (from Quick Reflexes)
-Frost effects **
-Cough animation *
-Disabled fast travel *
Severe Hypothermia:
-Gradual stamina drain *
-Gradual Health drain at minimum core temp *
-Health regen -100% *
-Slow by 25%
-Blurred vision shader (from Sleeping Tree Sap)
-Frost effects **
-Cough animation *
-Disabled fast travel *
Animations: *
- Stand close to and facing a standard campfire, after a few seconds, PC will perform warm hands animation, crouch for a different animation
- No animations for giant fires or braziers
- Only in 3rd person view, PC will perform animation when transitioning to a new stage of hypothermia (Mild: Warm Arms, Mod: Cough, Severe: Cough)
- These animations disable 1st person view for a few seconds to avoid BAD animation bugs (COC to last interior if you're curious)
- ONLY in 3rd person view with no weapons/torch/shield/magic equipped and "up"
* Configurable
** Disabled by default, but configurable
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CONFIGURATION:
Via MCM
DIFFICULTY:
Variable
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Bugs:
Feel free to report other bugs and script lag situations. Please mention the other scripting mods in your load order.
***** If you sleep for 24 hours, all hypothermia quests and scripts will reset. Try this if anything goes crazy. *****
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Installation:
- Put Hypothermia.esp in your Skyrim/Data folder.
- Put all .pex files in your Skyrim/Data/Scripts folder.
Uninstallation:
- Deselect Active in MCM
- Remove Hypothermia.esp from the Skyrim/Data.
- Remove all .pex files from your SKyrim/Data/Scripts folder.
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Updating
HIGHLY RECOMMEND CLEAN INSTALL, BUT ALWAYS BACKUP YOUR SAVES
Clean install:
- Remove mod (esp and pex files)
- Load game, save game (Make an extra backup save)
- Install mod (new esp and pex files)
- Load game
- Sleep
It should work normally from here. If something is messed up, try the following step:
***** OPTIONALLY: If you sleep for 24 hours, all hypothermia quests and scripts will reset. Try this if anything goes crazy. *****
My apologies for any inconveniences caused.
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TODO (no particular order):
1. Watch someone else work on this.
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Enjoy!
Feedback welcome and encouraged. I can't possibly playtest all the combinations of armor/clothing/locations/weather.
Let me know if you run into any unbalanced areas or illogical situations (e.g. burning up in an icy cave, freezing inside a warm house, etc.).
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THANKS/CREDITS:
Nosferat2007 - Saturation/shivering code, temperature refinements and some other large scale code enhancements.
Chesko - Excellent help on using Quest Aliases to solve compatibility issues.
McGuffin - Fixing the disabled fires warming bug.
Clocker - Testing cell, algorithms and answering misc questions.
Hurmferd and Borgut1337 - Script optimizing information.
V1.2 Beta testers - Hurmferd, Nosferat2007, boatie, Xenxe, and Tupii
Duke Patrick for some excellent ideas about this type of mod.
Bethesda - Great game.
Dave Humphrey - SkyEdit.
Anyone who's provided input for the project. There are now too many to count.
(Previous versions)
Thanks to Alexander Blade for Script Dragon
Thanks to Taewon for the C++ Timer code he put on the forums
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Permissions:
Please edit, redistribute, and make derivative works. I would appreciate credit. I'm sure someone out there can make a better hypothermia mod ;) Chesko