Wertologist Posted September 29, 2018 Share Posted September 29, 2018 I loved the Frostfall mod for Skyrim and I was hoping an equivalent would pop up for FO4. I know FO4 isn't a really warm or cold area, but there are mods to make it a desert or a winter wonderland. A mod like Frostfall or a "desertfall/Dryfall" would go perfectly with these. I tried doing a playthrough in both winter and desert, but it just never felt right. It felt empty. Hollow without an overlooming threat of the environment. Yeah, radstorms are a thing, but they aren't really a problem. Yes, I know there are mods to make them more threatening, but then there's no real way to escape one unless you can enter an interior cell. Trying to hold off in your house won't do anything. That's why I'm wondering if anyone would want to take a crack at something like Frostfall for FO4. It'd be great for immersion for the winter and desert mod. I don't have much hope this will be picked up here due to a lot of requests floating through here, but I still hope someone spots it and is interested enough in trying. It may be a bit tricky to get settlements to register mod-items as heat sources/cold sources, so you could add a few "objects" in the workshop menu that produce heat/cold in varying sizes. Make them invisible so they can be placed near objects that would produce heat/cold. Link to comment Share on other sites More sharing options...
Deleted49413338User Posted September 30, 2018 Share Posted September 30, 2018 The author of Frost Survival Simulator is creating a cold weather condition for his mod. unsure when that update will be available. I tried it myself. But was only able to create a damage system that affected health. There needs to be another actor value other than Health. You have Rads, AP points and Health basically. AP points might be a better option but its not that bad of a consequence to run out of AP. Basically, I used the atmospheric radiation spell from frost, which is placed in just about every outdoor region to give slow constant Rads damage. I changed it to deal Cryo Damage instead and then added varying levels of cryo resistance to every piece of vanilla clothing depending on how warm it looked... I think, can't remember if I did them all but it was the intention. With the right combination of clothing, gloves and hat, you could take no cryo damage at all I think, unless you ended up wet. Then I got the location of every Fire barrel and placed a hazard radius spell at the same location as the barrel, like the radioactive barrels have. But instead of being a radiation hazard, I made the spell to resist cryo in a high amount and slowly regain health. I used the same cryo damage spell in the water as the atmospheric radiation but increased it by about 3 or more times the damage, then added a taper so it continued for a while after you exit the water. I also added this to precipitation weather types in varying amounts.I use Gas masks of the Wasteland so, I could add constant rads that way if I wanted also. And play Frost was intended. One thing I really wanted and what was needed, was to use a mod like Campsite, by FadingSignal and to be able to craft the campfire to include the Hazard I had added to the fire barrels. I never got that far and I never tried to learn how I would create a whole new Actor Value instead of Health that could take damage. Those things would require scripting and especially the actor value, is just out of my league. I gave up once I heard Naugrim The author of Frost was working on doing something similar himself. About the settlement objects, Gas masks of The Wasteland again, adds an Air filter as a craftable object. It places a radius spell that stops radiation when you are near it. I think I remember reading something about how it doesn't actually place a radius spell but the spell is cast on the player and the object places a marker as point of reference or something.. I have no idea, but I'm sure people could open up the script and find out how it was done and convert it to negate a different type of damage. I think often though, authors might not want to include their source scripts with their mods. Which is fair, if it took them a long time to figure out, I guess we can't just expect it for free to chop and change then upload as our own work. Most authors I have contacted and asked things of have been very helpful though. Link to comment Share on other sites More sharing options...
Wertologist Posted October 1, 2018 Author Share Posted October 1, 2018 I know FROST is going down that road, but I don't really want a complete overhaul of everything else so I'm avoiding that mod. It would most definitely break my other mods. It's nice to know someone attempted it though. It's a shame you didn't finish it though. I bet a lot of people would want it. Not everyone wants a total overhaul. Did you ever consider doing a reverse "Sprinter's" effect? That's the Legendary effect that makes you move 10% faster. Did you consider slapping a -10% on the player unless they were at certain temperatures? If you ever feel like giving it another go, I know some people who could definitely help you figure out any problems you may bump into. Link to comment Share on other sites More sharing options...
Deleted49413338User Posted October 1, 2018 Share Posted October 1, 2018 (edited) For me, I am a huge fan of Frost. Its possible Naugrim may release a stand alone of the cold weather thing he does. I think a post mentioning something out some indoor locations being hot too, so probably the iron works? There is probably going to be some sort of penalty added there in regards to increased thirst and maybe more. I am looking forward to seeing what he does.What I might do is put up what I made as a modders resource. And maybe someone will pick it up and finish it. Edited October 1, 2018 by Guest Link to comment Share on other sites More sharing options...
LimitlessBricks Posted October 6, 2018 Share Posted October 6, 2018 Yeah. too bad you did not finish this. Nice ideas, too. Link to comment Share on other sites More sharing options...
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