Jump to content

Inequality in Frostfall


ThomasCovenant

Recommended Posts

yes this is probably considered to be a whine.

 

Only the player is affected by the weather, not NPCs.

I was heading up the path toward Bleak Falls Barrow and, as is probably typical, I bow shot the bandits in/around that tower.

The timescale is set at 1:2, so that 24 hours game time = 12 hours real time.

I was "comfortable", then after combat had ceased I was suffering from exposure, "feeling chilled".

That was when I noticed that the bandits had no fire and they have been in that tower for who knows how long with no ill effects.

They are typically attired in such a way that parts of them are always exposed.

 

I'm suffering from exposure after 10 minutes RT, but NPCs are totally unaffected. :(

And not all of them are Nords.

 

I go into the Barrow and...

something totally unrealistic happens.

I open the huge, heavy, creaky door and...1. the bandits inside don't realize that some one has opened the door, and 2. a huge blast of incredibly cold air has just entered the Barrow, and....wtf?...they act like no such thing has occurred.

Link to comment
Share on other sites

Well, if exposure would actually affect NPC's, about 50% of the population of Skyrim would die in two days.

 

Unless, of course, someone would make Ai packages and necessary world changes (campfires, etc. ) to world, but then again, any mod that adds NPC's would be unaffected, and result in that the NPC's from that mod die.

 

As for the second notification.

I am not sure if it's possible to attach "noise" to doors.

For example, when using big nordic doors, huge clank would come and thus notify anyone near about the intruder.

Link to comment
Share on other sites

I'm not certain but I think it should be possible to add noise to doors. I've recently been playing around a bit with adding noise to traps when they fire. Off-hand, I don't see why you couldn't attach a similar script to a door. The trick might be getting the detection event to fire on the door in the cell you're entering rather than the door you activate. I'm not sure how the game treats doors when it comes to scripted events.

 

If you use Wet and Cold, then at least NPCs will put on warmer gear when it's cold. Seems like a decent compromise to help with immersion while avoiding all of the issues that might come from actually attempting to have exposure harm them.

Link to comment
Share on other sites

Well, I have spoken with Chesko about the limits of Frostfall. That it only affects the player. He said it would be too much computing. The script system would not handle tracking the heat of all actors.

 

I have made a heat sense that tracks the heat of all nearby actors and reacts to such events like rain/snow (with roof detection), swimming and death. Its working but it was designed in a very specific way to push as much as its possible out of scripts. As a result I have created a system consisting of over 60 magic effects. All interconnected with another. A nightmare that took me 2 months and still I imagine far more limited in scope than the Frostfall scripts.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...