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About this mod

Survival - Tweak Cold is a mod that allows to gain advantage of high ratings of Warmth

You can found other mods that adds Warmth to spells, food, etc. But the original vanilla script force a max of 85% protection, reachable on full warm clothes plus torch.

This mod change the original behavior allowing 100% protection

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Survival - Tweak Cold is a mod that allows to gain advantage of high ratings of Warmth

You can found other mods that adds Warmth to spells, food, etc. But the original vanilla script force a max of 85% protection, reachable on full warm clothes plus torch.

This mod change the original behavior allowing to reach 100% protection and beyond.

Up to 85%, the mod maintains the original cold reduction for balancing purposes. The remaining 15% depends on the cold level, so it's easy to reach in warm, medium on cold, and hard/impossible on very cold zones, so it maintains the balance (other way cold in survival mode will turn meaningless).

The mod adds a cloth "winter set" (Winter cloak, Winter boots, Winter gloves and Winter hat) made available in regular vendors (as random items). The extra warmth effect is a enchanting that you can learn and apply to your own clothes.

This mod combines very well with others that boost Warmth. I personally recommend "Frost Resistance Increases Warmth" by paradoxnrt. The boost of the flame cloak is ideal for places where the cold is really hard.

This mod adds scarfs. Using a different cloth slot, you can dress the scarf over your clothing. You can enchant them so it's another possible warmth boost.
Keeping warm - Scarves and Mufflers by Netvre

This mod also will boost you warmth in combat, if you like:
Warmer in Combat by tcbflash

I RECOMMEND TO LOAD MY MOD IN LAST POSITION. Check the section "NOTICE ABOUT THE UPGRADE" if you have my mod with extension .esl.

While the original Creation Club backpacks have 0 warmth and they are pre-enchanted, there are a lot of backpack mods, and some of them provides warmth and/or can be enchanted.

Note that to apply my enchant effect "Fortify Warmth" the backpack needs the keywords of a Clothing/Armor for body, feet, hands or head.
If the conditions are met, specially if the backpack is classified as a body type cloth/armor, it can add a significant warmth boost too.

If you make a set with an overwhelming warmth effect, through enchanting cheats or other mods, you will receive warmth almost every time, up to reach full warmth.

This mod change the original script Survival_NeedCold, so it can be incompatible with other mods that also change this script, although I didn't found one.

The mod is multilanguage, like any creation club mod.

NOTICE ABOUT THE UPGRADE


In the change from 1.0 to 1.1, I changed the mod extension to ESP even if it's a ESL, because the extension control the mod order. I have notice that the mod "Warmer in Combat" also change the Global "Survival_ColdResistValue" to a higher value.

If you load this mod after my mod, the max cold level is too low and the effect of the mod require too high warmth effect for my clothes. The mod still works, but it doesn't work as intended. That's the reason I decided to change to ESP extension (while it's an ESL mod, so don't worry about take a ESP slot).

The problem is that if you change from esl to esp in a already started play, it would be recognized as a different mod, and the clothing of my mod, and the enchantment will be removed.

Sorry for the inconvenience. You can always manually rename the mod to ESL if you want to update the mod, but doesn't cause problems to the old save.


Tips for cold survival

The cold level depends on the place, day/night time and weather, plus being on frozen water. Your race can be weaker or stronger against Cold. Carrying a torch also adds some warmth points.

To avoid the worse effects, try to move on cold areas only during the day.

Try to use "Clear skies" shout on bad weather. There are places that return to snow, so it's no use. But in other places, it works well. If you shout two times, the weather will change almost immediately. You don't need the full shout to get the effect, and it has shorter time to regain shout power to use one word only.

The flame cloak nullify the swimming on frozen water penalty. Very useful if you needs to cross water for some reason.

If you use the "frost resistance increases warmth", the effect of the flame cloak is very noticeable.

Caves are usually warmer, so if you need to move to a faraway place, stop in one to rest is probably a good idea.
If you have the camping CC mod, it's an option and a reserve that you always needs in your inventory for worse cases with or without my mod. Just, enter a warm cave with a full warming clothes also works to warm you up.

Even if you don't reach the maximum warmth level required for 100%, this extra warmth you wear will work and the reduction will be slower.

Tips about enchanting

The warmth enchant effect in the Winter Cloak is better than the enchant you can reach with the best enchanting by yourself without cheats or other booster mods. By the contrary, the enchant of the gloves can be easily overcome.

So, I recommend you to enchant your own gloves if you want to reach some extra warmth.

Since 1.2, the enchantment depends on certain conditions about the item enchanted. Using hidden perks, you receive certain bonuses or penalties.

There are three criteria that can overlap. This is the formula.

Based on the type of item

Gauntlets | Hand clothing   => Penalty -30%
Body clothing | Cuirass     => Bonus +50%


Based on the material of the item



Blades | Dwarven | Glass | Imperial | Iron | Orcish | Steel   => Penalty -20%
Clothing                                                      => Bonus +10%
Hide                                                          => Bonus +20%
Daedric | Stalhrim                                            => Bonus +50%


Note that there are materials not listed, like Elven, Dragonbone, silver and others. They don't get penalty neither bonus.

Based on the Warm status

Cold | Clothing Poor        => Penalty -40%
Clothing Rich (Not Warm)    => Bonus +20%
Warm                        => Bonus +40%

The best material is Daedric or Stalhrim. For low level characters, using the original clothes is probably the best option. When your enchanting is high, to have "Fine Clothes" enchanted you can get even better values than the original. Note that not every "Fine Clothe" has the "Warm" classification.

About the Cold System. Vanilla and Modded

In this section, I'm gonna explain how it's supposed to work. You probably are not interested in so much detail so you can skip this entirely.

Spoiler:  
Show

The Survival Mode classifies the place where you are in three categories based on predefined locations, keywords like the type of weather of the location, or the height you are.

From that, it concludes a type of place.

They are three categories. Warm zones, Cold zones and Freezing zones.

The interiors also can be marked as "Chilly interiors" that it's equivalent to Freezing zones, and regular interiors, equivalent to Warm zones.

Added to that, exteriors receive a night penalty from 1 to 4. Night at warm zone (+1), night at cold zone (+2) and night at freezing zone (+4).
Interiors doesn't receive this penalty so it can be equivalent to Warm day and Freezing Day.

Besides that, there is also penalties for cold weather. Besides Clear, that receives 0 (not penalty) there is Rain (+3), Snow (+6) and Blizzard (+10).

Each concept is added, and it's calculated a "Cold Level'. Something like the temperature of the place.

Besides that, the player has a Cold Value, that it's the current situation.

That Cold Level determines the maximum cold value the player can reach. If the Cold value is higher, because he has being in a colder places before, starts to receive heat (negative cold damage) and the cold value decreases, no matter the warmth rating of your clothing.

    Place & Weather                 Cold Level  Cold Max Stage  Max Stage Value
Warm Day – Clear | Warm interior        0              0             49
Warm Night – Clear                      1              1             119
---                                     2              1             119
Warm Day – Rain | Cold Day – Clear      3              1             119
Warm Night – Rain                       4              2             299
Cold Night – Clear                      5              2             299
Cold Day – Rain | Freezing Day – Clear
 | Warm Day – Snow | Chilly Interior    6              2             299
Warm night – Snow                       7              3             499
Cold Night – Rain                       8              3             499
Cold Day – Snow | Freezing Day – Rain   9              3             499
Warm Day – Blizzard
 | Freezing Night - Clean              10              4             799
Warm Night – Blizzard
 | Cold Night – Snow                   11              4             799
Freezing Day – Snow                    12              4             799
Cold Day – Blizzard                    13              5             1000
Freezing Night – Rain                  14              5             1000
Cold Night – Blizzard                  15              5             1000
Freezing Day – Blizzard
 | Freezing Night – Snow               16              5             1000
---                                    17              5             1000
---                                    18              5             1000
---                                    19              5             1000
Freezing Night – Blizzard              20              5             1000

A Cold Stage is a range where your current Cold value can be, and determine a penalty for stay in that stage (except 0).

Any place & weather with a total Cold Level below 12 (included) you can't die from freezing, which occurs when you reach 1000 cold value.

Under the vanilla rules, the cloth warmth rating only affects about how much cold damage you receive, but whatever warmth rating you have, you always receive cold damage if you are in a Cold level >=1 up to reach the Max Stage value of that cold level you are.

The Cold Stage ranges are.
Cold Stage Range      Effect
0          0-49       +10 Lockpicking & +10 Resist Frost
1          50-199     None
2          200-299    -30 Lockpicking & -10% Speed
3          300-499    -50 Lockpicking & -20% Speed
4          500-799    -70 Lockpicking & -30% Speed
5          800-1000   -90 Lockpicking & -40% Speed & Frostbitten

The clothing warmth rating remove a percentage of the damage, from 0 up to 206 (204 with the mod). Over that max warmth rating, it's ignored, and the max reduction is 85%.

Note: Swimming in freezing water is a special condition with the equivalence of Cold Level 30. I didn't add to the list because my mod disable the extra warm effect (>85%) if you are swimming without protection.

If you want to don't receive swimming damage, use a flame cloak while swimming. It nullifies the cold damage from swimming and also restores the warmth bonus from the mod.
The removal of swimming damage through flame cloak is the original behavior. I just extended it to the warmth bonus beyond the standard maximum.


What changes with the mod

Besides other minor changes, the mod adds new warmth rating levels. Up to the max 204, the behavior is identical to vanilla. But beyond that, the remaining 15% becomes harder. It depends on the Cold Level you are, so the warmth rating required to don't receive cold damage is harder to reach. And if you go beyond that, there is a new level where you start to receive heat.

This is the table

    Place & Weather                                Cold Level  Warmth Neutral  Warmth Self-heat
Warm Day – Clear | Warm interior                   0           0               300
Warm Night – Clear                                 1           240             300
---                                                2           276             396
Warm Day – Rain | Cold Day – Clear                 3           312             492
Warm night – Rain                                  4           330             540
Cold Night – Clear                                 5           348             588
Cold Day – Rain | Freezing Day – Clear
  | Warm Day – Snow  | Chilly Interior             6           366             636
Warm night – Snow                                  7           384             684
Cold Night – Rain                                  8           402             732
Cold Day – Snow | Freezing Day – Rain              9           420             780
Warm Day – Blizzard | Freezing Night - Clean       10          438             828
Warm Night – Blizzard | Cold Night – Snow          11          456             876
Freezing Day – Snow                                12          474             924
Cold Day – Blizzard                                13          492             972
Freezing Night – Rain                              14          510             1020
Cold Night – Blizzard                              15          528             1068
Freezing Day – Blizzard | Freezing Night – Snow    16          546             1116
---                                                17          564             1164
---                                                18          582             1212
---                                                19          600             1260
Freezing Night – Blizzard                          20          618             1308


Warmth Neutral is the level where, if you have the total Warmth rating equal or greater than that value, you don't receive Cold damage.
Warmth Self-heat is the level where, if you have the total Warmth rating greater than that value, and if the player have the Cold value greater than zero, it gets heat until it reach zero, similar as to stay close to a fire, just slower.

If your warmth rating is between Warmth Neutral and Warmth Self-heat, you don't receive Cold damage, neither negative or positive, except if your Cold Value is over the Maximum Stage Value, when you receive heat like in vanilla.

It's not a zero or one situation. From 0 warm up to 204 warm, the reduction is the same as the original calculus.
From 204 up to "Warmth Neutral" as the previous table depending on the place, is also linear, but slower because depends on the cold level. Notice that for Cold Level 1, it's pure linear.

For example, in a Warm night with snow, the Warmth neutral value starts in 384. And 204 is 85% protection. In the middle, 294, you receive the half of the remaining protection up to 100% (15%/2 = 7,5%), so your protection level is (85+7,5=) 92,5%.

The proportion continues after the self-heating, just in negative numbers (so, you get warmer instead colder). So in that Warm night - raining, with a clothing level of 541, just one over 540, the heat you receive is minimal, and takes a lot of time to get warm again. There is also a limit of the self-heating speed that it's the same value that the speed in case of the reduction where your Cold value is over the Max Stage Value.

Examples

Regular game start

Let's say you buy soon my Winter set and use it in non-combat places. The values are:
Winter Cloak 54+65
Winter Hat  29+45
Winter Boots 24+45
Winter Gloves 24+25
Racial Bonus (Nord) : 25
Torch: 50

Total: 386

As you can see in the previous table, 386 is enough to being totally protected in Chilly interiors (366), Cold nights even Freezing places if the weather is clear during the day.

Game start, boosted by mods

To the previous 386, we are gonna add a scarf, with a basic enchantment, that generates a 27+20.

Total:386+27+20= 433

After using "Fire Cloak" (bonus from "Frost Resistance Increases Warmth"), we are temporary boosted with +200 up to 633.

With 633 warmth rating, we are protected from cold damage at any possible environment, even if it's temporary.

Extreme protection. Fully modded. Late game play.

Using a +32% legal enchant potion boost, plus the max enchantment bonus from perk, we are gonna enchant a Daedric or Stalhrim set.
The end numbers are like this.
Armor: 54+137
Helmet: 29+91
Boots: 24+91
Gauntlets: 24+64
Scarf: 27+72
Frost resistance: 50 (from 100 resistance)

Total: 663

Without any temporary boost, neither carry the torch, you are already beyond any damage.

While you can reach this levels, it has no sense to spend so much time and enchant slots to reach that extreme value.

400-450 without the torch is probably a comfort level of protection. You will be full protected in interiors, and with the torch and the flame cloak (with the "Frost Resistance Increases Warmth" mod) you can self-heat yourself even if there is no fire inside that place. And if the environment is hard, you can use "Flame Cloak" from time to time, to protect yourself from the damage.

A minimum goal with mods can be 300. Plus torch and flame cloak, 300+50+200 = 550 which is enough to be fully protected on Freezing blizzard places during the day. There are plenty of places locked on Blizzard weather in the north, so it's a good goal. In worst case scenario you can have my starter winter set in the inventory, that it's beyond that level. But remember, that they are clothes with zero armor rating, so you are very exposed to monsters.

The boost enchanting serve better to save enchant slots instead of use a full set with "Fortify warmth" to maximize the effect. If you want remove the cold damage entirely, just disable the Survival mode or enchant just one slot with enchanting cheats to high levels.

Glossary

Cold Level - Number that represent the temperature of the place. Calculated from the classification of the place, and, on exteriors, day or night and weather.

Cold Value - That's the current situation of the player regarding cold. It's a value from 0 to 1000.
  The health points available are proportional to 1000-Cold value/1000. You can check the Cold Value with the console command "GetGlobalValue Survival_ColdNeedValue".

Warmth Rating - The total "warmth" value you have. The sum of the "warmth" values of your clothes plus other effects (like carrying a torch, racial bonuses, enchantments, magics, spells, etc). The total number can be seeing in the inventory, in the apparel section, in a banner at the bottom of the screen.

Cold Damage - Every few seconds, it's calculated a possible cold damage, based on the warmth rating and the cold level. It's the change of "Cold Value".

Cold Stage - A range of values where your Cold Value is. Each range gets you a penalty (or a bonus for Cold Stage 0). When you are in a Cold Stage greater that the "Maximum Cold Stage" for the current Cold Level, you receive heat instead of cold (negative Cold Damage).

Trivia


- Why did you changed from 206 to 204 the maximum cold resistance value (Survival_ColdResistMaxValue)? Both are very close! Seems useless.

Just math. Because the maximum reduction in vanilla is for 85% protection and 85 is 17*5 when you make the remaining 15 proportional to the other 85, if the base number is not a multiple of 17, you end up with ugly numbers with infinite decimals. 204 is the closest number to the original value that it's divisible by 17.