1785 comments

  1. Chesko
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    Hey guys, I put together a short survey. I'd really like to know what you think and how I could improve the mod. I take your feedback very seriously. Thanks!
  2. Chesko
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    Frostfall 3.3.1 is now available on PC on the Nexus!

    The big changes in this release:

    - Detailed out-of-the-box compatibility with all equipment in Immersive Armors SE!

    - Fixed tons of bugs. Most of the bugs were related to clothing detection. I also fixed the issue where the game would crash to the desktop / Xbox Home screen when selecting Quit to Main Menu.

    - Bound cloaks are available once again. This means that all classic Frostfall spells are now available.

    - When equipping gear, you'll see the grade of its protection (poor, good, excellent, etc). This will help give some much-needed context to the numbers and help you compare equipment.

    - The Inspect Equipment power was added. Using this power, you can configure the protection of nearly any kind of gear, including mod-added equipment. (If you change the position of your armor mods in your load order, you may lose your custom settings, if you've set any. You'll have to set it again in that case.)

    - Added a few new tutorials regarding fire, shelter, and equipment protection, as a result of survey feedback.

    - The Endurance skill now progresses 25% faster.

    - Cloth cloaks now grant a bit more protection.

    - Mod authors can now add their own default equipment protection using injected keywords. Just follow this tutorial.

    For full patch notes, see this page.

    Cheers,

    - Chesko
    1. dizzyXcore
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      This should be a sticky, glad I surfed through the comments to read that Immersive Armors SE is compatible now with Frosftfall 3.3.1! I am bumping this post so others who come here wondering the same easily find it!
    2. Chesko
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      Great idea; done
  3. dek55
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    What does ''shelter blocks the wind'' message mean? I'm walking in the countryside, so I'm not inside any tent? Does the mod refers to some natural shelters like mountains , trees ...i'm confused. Or is it a glitch of some sort.
    1. Dracotorre
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      Frostfall uses "shelter" detection which includes any building, bridge, or cliff-face to reduce your character's exposure from wind. This way your character may be able to warm up by temporarily standing beneath a bridge or the mouth of a cave. The shelter-detector is a ray that scans upward and if it hits anything then considered sheltered from wind.

      Tents provide shelter and more, so instead handled by asking Campfire if your character is inside a tent.
  4. hinatahyugaftw
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    Hi, Do you know your mod is being used to make money for a mod pack tutorial called Ultimate Skyrim? The creator of the tutorial made a patch to get 300+ mods including this one to make them all compatible together. He has made a patreon for the mod pack tutorial + patch.
  5. ValtyrBrutalious
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    I don't understand this. Now it displays the fur armors correctly (with sleeves, kilt etc)

    Before it only said Fur Armor for all of them. I think it may be because I was starting frostfall from the MCM menu and changing campfire settings before I started it.

    Anyways It's all good now!
  6. mai72
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    The FrostFire fix works.

    Thank you so much. MCM works. I can use the mod as intened.

    https://www.dracotorre.com/blog/frostfall-se-skse64/
    1. Dracotorre
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      Also, Sthaagg's "Unofficial" update (17925) here on Nexus was packaged following the same guide.
  7. Bryhannon
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    I seem to be having an uncommon problem and no luck finding a solution. I'm using SKSE64 and SkyUI, but with the workarounds, armor and clothing seem to be working with no issue.

    My problem is that tents and the portable cooking pot added by Campfire don't seem to recognize placeable campfires as heat sources. Apparently when placing them, the model is supposed to turn orange when in a valid spot, but both the tent and pot stay blue no matter where I put them, and even when placing the cooking pot by activating the campfire, I get the message "there is no fire hot enough to cook with" even though it's sitting right on top of a crackling/roaring fire. And sleeping in a tent I usually wake up freezing because it doesn't trap the heat. Any ideas?
    1. Dracotorre
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      the model is supposed to turn orange when in a valid spot, but both the tent and pot stay blue no matter where I put them, and even when placing the cooking pot by activating the campfire

      The orange colored warm indicator was in legacy version 2 and has not yet been introduced in rebuilt versions 3. Chesko mentioned somewhere the orange is on the to-do list along with a few other older features. Tent can be somewhat far away (about 6 bed-roll lengths) so you have wiggle room for warmth.

      My "Eremite Camping" add-on for Campfire includes a "Tent Warming" notification that works with Frostfall if interested. It will let you know for certain your tent is close enough assuming your Campfire fires are working properly (see below and fix that issue first).

      placing the cooking pot by activating the campfire, I get the message "there is no fire hot enough to cook with" even though it's sitting right on top of a crackling/roaring fire

      Yes, "Crackling" fire is warm enough for cooking pot (initial small fire is not). Tent warmth also should work well with "Crackling" or "Roaring" fires. Does the fire warm your character? In third-person view does your character perform hand-warming animation? If so then Frostfall successfully found Campfire's heat-source lists, and then cooking pot or tent should find the heat source, too. If no hand-warming or character warmth then first check installation correctness and test without Campfire add-ons.

      Double-check that Campfire is installed properly including your workaround. The only loose scripts for workaround should be Chesko's updated _Camp_Compatiblity.pex and _Camp_SkyUIConfigPanelScript.pex (see my guide step 5 option 1 at www.dracotorre.com/blog/frostfall-se-skse64/#step5) - everything else should stay in the BSA. If using Campfire add-ons try testing without them, and also test on a new character if haven't yet.
  8. SkorneTetZu13
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    In the MCM Menu the Text overlaps and kind of sits on top of each other. Is this normal? I know I should have gotten a screenshot, but I didn't... whoops. (Not that I see any way of posting it here anyway).

    I've uninstalled this mod because it also seemed a bit overwhelming for me. Perhaps starting the mod near Windelm wasn't a good idea; but it seems I can't last more than about an hour in the area without looking for Fire and/or Shelter...is this normal? I even used that equipment power thingy and enhanced my fur armour, but still couldn't last more than a couple of hours, in the day time when the wind and snow stopped. I was attempting to complete Ulfrics first mission, but found myself spending all my time building a camp after an hours travel. Waited a couple of hours once, and passed out while building a fire :(.

    In any case; I love the immersion this mod promises, but I'm wondering if something went wrong with the install because of the Overlapping Text and not lasting more than 1 or 2 hours in the cold before passing out. Or am I just not built for the mod - LOL :).

    Advanced Thanx for any Help.
    1. ValtyrBrutalious
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      MCM menu doesn't work because it hasn't been updated to the new SKSE64. You will need to install Papyrus as well.

      Guide to get it 99% working: https://www.dracotorre.com/blog/frostfall-se-skse64/

      Its normal behaviour. You need to make sure you are wearing a full set of fur armor and a fur travel cloak and you'll be warm enough, but during a storm you must make camp otherwise you'll pass-out or die.
    2. SkorneTetZu13
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      Awesome.... Great to know. I'll give it another shot... uh, after I get away from Windhelm... and find the armour - LOL.

      Thanx!!!
    3. aleksi134
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      You can change how cold you get and how fast you get it.
  9. ValtyrBrutalious
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    Fur Armours display warmth and coverage wrong when switching different types, which have the same name. In order to display the correct values you have to equip it twice.

    Is this a known normal behaviour?
    1. Dracotorre
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      No, it is not normal behavior. After performing the SKSE64+SkyUI SE workaround it may be a side-effect possibly due to difference in save-game data or still loading values from legacy table. Check that Frostfall built the SKSE armor table stored in Data\SKSE\plugins\FrostfallData\armor_default_values.json. If that file is missing try restarting Frostfall from MCM to rebuild the table. Also try using inspect equipment to set the values.
    2. ValtyrBrutalious
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      Yes the armor_default_values.json was created. I also have Complete Crafting Overhaul with MCM.

      To test and reproduce what i'm experiencing. Using the console:
      player.additem 10594b 1
      player.additem 6f393 1

      They both show the same values in SKUI inventory, but when equipped with notifications on it displays the correct values in the notification for the equipped item, but the total value notifications and skui are not correct. There seems to be a delay or bug with SKYUI when you move to the next panel or magic in SKUI. Going back to the armor category it displays the same warmth and coverage for both fur armors according to what is equipped or shows the highest values, 6f393, if not equipped. Total warmth and coverage do not change until you equip one of these fur armors twice.
    3. Dracotorre
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      Perhaps a CCO issue? those IDs are for the original Skyrim fur armors. Normally (without other mods) Campfire replaces these armors with copies so when crafting fur armor you'll get the Campfire versions.

      With "Complete Crafting Overhaul" check if global CCO_DisableIfCCOInstalled = 0 using help. If so then crafting result in original Skyrim fur armors, 0010594F and 0006F393. If CCO_DisableIfCCOInstalled = 1 then crafting results in Campfire versions of fur armors, ID xx0415C2 and xx0415C5. The Frostfall SKSE warmth lookup table should work for both sets of fur armors, so why the delay? If you performed SKSE+SkyUI workaround mid-game then old values may get stored in your save which may explain the delay.

      Another question: when your warmth and coverage change on 2nd equip is it changing from legacy warmth values to SKSE values? See chart below. That may indicate an issue with SKSE lookup taking longer for some reason. Your table exists so I would think this is not the case. However, old values from before performing a workaround may get stored in your save game which in that case the known solution is to correct it using Inspect Equipment to lock correct values into your save.

      When I test my warmth original Skyrim sets match Campfire sets from the start without changing on equip. In short, I can't reproduce your observation, but I don't have CCO.

      Fur Armor warmth table by ID where xx is Campfire load order number:

      • 0010594F = 125 warmth (110 without SKSE) (short-sleeve)
      • xx0414C5 = 125 warmth (110 without SKSE) (short-sleeve)
      • 0006f393 = 160 warmth (175 without SKSE) (long-sleeve)
      • xx0415C2 = 160 warmth (175 without SKSE) (long-sleeve)
      • xx0415C4 = 40 warmth (60 without SKSE) (topless)

      If you see the warmth values "without SKSE" then Frostfall is using the legacy table. PapyrusUtil SE is necessary to use the SKSE lookup table. If you see default warmth values (125 / 110) on wrong fur armor then likely values stuck in save which may happen when performing SKSE workaround mid-game after suffering zero-warmth problem.

      (edited after looking at Campfire more closely concerning CCO and added more details, list bullets)
    4. ValtyrBrutalious
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      Starting game from MO2 with SKSE64 loader
      New game and checked global CCO_DisableIfCCOInstalled and it was set to 0. I set to 1.
      SKSE64 2.0.7
      Papyrus
      FISS
      CCO
      Hunterborn - not started.
      Scrimshaw Expanded

      Started frostfall from MCM
      Naked Character

      Campfire items
      player.additem xx0415C4 = W110 C54 (topless)
      Totals: W0 C0
      equip item
      totals: W110 C54
      change to magic or exit and return
      xx0415C4 = W40 C0 (topless)
      Totals: W110 C54

      Looks like frostfall is using legacy table and then switches to skse, which is odd. The equipped item changes, but the totals retain what they were before I equipped them. Very strange. Manually editing the warmth values in the MCM doesn't fix it either. It's not game breaking by any means, but annoying. Also the frostfall profile does not retain my settings when I load a new game, but campfire does.
    5. Dracotorre
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      So, switching from legacy to SKSE tables and also profile not loading. The profile loading and correct table should be working straight away with a good workaround performed. Check that your workaround includes Chesko's updated scripts. For a list of script files see my guide Step 5: Option 5 (www.dracotorre.com/blog/frostfall-se-skse64/#step5). If you used Sthaagg's "Unofficial" update (17925) then you should have them. If you update a file may need to restart Frostfall.
    6. ValtyrBrutalious
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      I did install the unofficial update instead of using my workaround.

      MO2

      LanternsofSkyrim - All in One - Main.esm
      Unofficial Skyrim SE Patch.esp
      FISS.esp
      Campire.esm (not bold) GitHub _Camp_IsSpecialEdition value to 2
      CuttingRoomFloor.esp
      Lanterns of Skyrim Light Balance Patch.esp
      SkyUI_SE.esp
      iHUD.esp
      Frostfall.esp

      Brand new game. Started frostfall from MCM in Helgen keep.

      Unofficial Update Directories:
      SKSE>Plugins

      CampfireData
      FrostfallData
      StorageUtil.dll

      SKSE>Plugins>FrostfallData

      armor_default_values.json
      armor_profile1.json
      interface_package_version.json
      profile1.json

      SKSE>Plugins>CampfireData

      common.json
      profile1.json

      Scripts

      _Camp_CampfireUseMonitor.pex
      _Camp_Compatibility.pex
      _Camp_SkyUIConfigPanelScript.pex
      _Frost_Compatibility.pex
      _Frost_Main.pex
      _Frost_SKSETypesDelegate.pex
      _Frost_SkyUIConfigPanelScript.pex

      player.additem xx0415C4 1 - W110 C54 (values in inventory)
      Equip item notification (W40 C0)
      total notification: W110 C54 (should be W40 C0)

      Campfire profile1 saves hotkeys, but Frostfall doesn't keep my meter and color settings. It should work. I don't know why it doesn't use the skse values for fur armor immediately? It's the same without SKSE update. Every other armor works correctly.

      Edit: One observation. The topless fur armour did display the correct warmth value, W30 C0, in the create item spell, but once I exited and went back the values appeared the same as the sleeved fur armour W160 C35 for all of them. I also notice that when i get to the last fur armour in the list the warmth and coverage indicators flicker for a bit.
  10. IrishTEApot
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    I don't know if this is the right place to ask this and I'm kind of a noob at modding but; The meters for this mod don't show up. I have SkyHUD, SkyUI and Immersive HUD installed (and a bunch of other mods but those are the only ones that relate to the HUD). I have tried disabling these but that did not work. In the MCM I set it to meters always on. If anyone knows a way I could fix this that would be great.
    P.S: Thanks for the fantastic mod Chesko!
    1. ValtyrBrutalious
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      If you have performed the SKSE64+SkyUI workaround make sure Immersive HUD link ALL SkyUI widgets is not checked. If you didn't do the SKSE64+SkyUI workaround then the widgets will not show because this version of Frostfall SE has not been updated.
    2. IrishTEApot
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      Thanks I'll do that. Also would that be the reason that iNeed's wigits don't show up either?
    3. IrishTEApot
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      Thank you so much. I did as you said and now everything works perfectly! Really appreciate it :)
      P.S ; I gave you kudos if it means anything at all to you
  11. MyHouseatl
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    I have a strange glitch...  I have the warm water effect on my PC 3 times, each!  (regenerate health, regenerate magic, regenerate stamina.) It regenerates everything including health, all three times.  The health is regenerating +50 X9, on each one.  That is 27 X 50! Making me virtually invincible!  Unless an attack is a one shot kill, I can't be killed, even without any armor! It's baked into my save so I'm stuck with it.  I think it has to do with the campfire perk that makes me more tolerant of cold.
    1. Dracotorre
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      Are you using a magic overhaul? If so, find out if there is a Frostfall patch. I'm uncertain what "warm water effect" is but if you mean "Exposure: Warm" in your active effects then that normally provides +10 regeneration rate to health, magicka, and stamina. Some magic overhauls change spell magnitudes which would explain increased regeneration rates. The other active effects (Exposure: Cold, Exposure, Freezing) reduce regeneration, and there should only be one effect at a time. I'm uncertain how effects get stuck, but you can try removing them. If later effects become stuck again, may need to look at other mods or verify mod installation.

      What happens if you use Options: Frostfall spell to restart Frostfall?

      You can try removing extra effects from your character to see what happens. Such as if you have an extra Exposure: Warm effect then In console (~) use command, help "Exposure: Warm" to look up ID number of the SPEL: (not the magic effect). Then use command, player.RemoveSpell ID where ID is the number you found (xx012C12 where xx is Frostfall load order number).
    2. MyHouseatl
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      I don't have any mods that change magic. When you go to spells\effects, the added effect say's warm water effect. I assumed that came from campfire\frostfall as they are the only thing I can think of that changes how exposure is effected. However, I do have a bathing mod. Perhaps it is adding it and not frostfall\campfire? I will post my findings there and try your method of removing the effect...
    3. Dracotorre
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      Sounds good. So, tip on finding which mod: console command, help "Warm Water", and look at first 2 symbols of 8-digit ID to identify the load order number (may include letters A-F where A comes after 9) then look at your mod list to find plugin matching that load order number.
    4. MyHouseatl
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      Yup, not frost fall. Keep it clean somehow installed the scripts twice. Once in Source\Scripts and then in Scripts\Source. The effects of bathing was calculated several times. Thanks for the tip. The ID put me in the right direction...
  12. FMPhoenixHawk
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    Hey, with the addition of the Tundra Homestead to the game, does anyone know if there's a patch to get it considered an interior space for this mod? I keep sleeping there and waking up with a bit of a cold meter, even though there is a large fire just a few feet away. Or is this something to do with Wet and Cold?
    1. Dracotorre
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      If Tundra Homestead marks its interior as interior for the game then Campfire + Frostfall will see it as interior and warm as such. However, if your other interiors fail to warm then that would be an issue with your mods or if using SKSE64 need to get PapyrusUtil SE.

      (edit: a CC mod)Ask the author of Tundra Homestead about interior marking and also if includes heat sources around exterior (fires or saunas) then author can make those heat sources Frostfall compatible (without Frostfall requirement) by following Chesko's compatibility guide for mod authors: skyrimsurvival.com/home/frostfall/compatibility-modders/
    2. FMPhoenixHawk
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      Tundra Homestead is part of the Creation Club. So I'm not sure if it can be tweaked for Frostfall + Campfires. I have SKSE64 and PapyrusUtil SE. I'll keep tinkering, maybe something is missing.
    3. Dracotorre
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      You can use SSEEdit (version 3.2.1 reads ESL) to verify that "Tundra Homestead" interior is marked as interior. Expand Cell, and likely expand a Block and Sub-Block, to find a cell with Editor ID to select. In the right pane near the top look under DATA - Flags. If it has "Is Interior Cell" then when your character is in that cell Frostfall will see it as interior. The DATA - Flags may be edited which reveals checkboxes to select the flags. If no cell marked as interior it may have been intentional, but you may edit and save the plugin.

      A cell having "Is Interior" flag is all that is required for Frostfall to treat as interior and warm accordingly. If a fireplace uses a copy of the normal Skyrim fires then it should also warm which you can verify by standing by it in third-person with hand-warming setting enabled. If hand-warming animation starts then Frostfall sees it as a heat source.
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