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Core Temperature: is the internal temperature of the Sole Survivor. The core temperature of the player dictates the severity of ailments that occur over time and if low enough, leads to death.
There are many factors that go into how the core temperature is affected.
- Wetness: is a measure of how wet your character is. Standing in water, wading, swimming or sweating increase this. Wetness negatively affects your core temperature and increases your susceptibility to ailments. Wetness will fall over time and quickly disappears when in range of a Heat Source. High wind speeds also increase the rate at which you dry.
- Wind Speed: negatively affects your core temperature and is more intense depending on the weather. Wind speed is used in the calculation for wind chill that then affects your core temperature. Wind speed is reduced significantly when in a fake interior (an interior in the open world) and completely non-existent in interiors.
There is an option to switch between MPH and KPH in the MCM menu.
- Ambient Temperature: is one of the main components in the calculation of core temperature change over time. It is primarily affected by the weather. More severe weathers will be colder than pleasant ones. An additional factor in the ambient temperature is time of day. The temperature will be colder during the evening and rises during the day. Interiors/fake interiors have a rather significant impact on the ambient temperature. Interiors will be warmer than exteriors especially if they are occupied areas.
To change weather temperatures, wind speeds, and allow for snow shaders, there is a tutorial in the optional downloads section.
In the MCM menu there are additional options to manipulate the Ambient Temperature to be more or less harsh and display in Fahrenheit or Celsius.
- Warm Locations: these locations are notably warmer than other areas and are currently inhabited by occupants. These areas will generally start to warm you over time, however, it is slower than Heat Sources which will rapidly increase your core temperature. Warm Locations will heat you more quickly relative to your insulation.
To add/remove Warm Locations or Heat Sources via FO4edit, there is a tutorial in the optional downloads section.
Also feel free to make lists of potential locations and send them to me ( I�m certain that I missed some).
- Heat Sources: are any object that produces a significant amount of heat. This usually pertains to sources of fire. The range of a heat source is indicated by a pulsing fire icon on the HUD. Heat sources will quickly raise your core temperature allowing for recovery.
Fadingsignal�s Campsite mod has a compatibility patch and some custom functionality so you can build heat sources on the go.
- Insulation: is your armors� ability to maintain heat. Insulation is on a range from 0-100, 100 being totally insulated, 0 being totally unprotected. The insulation value of clothing and armor depends on the material, thickness and coverage of the item. Insulation will dramatically improve core temperature retention. To view your insulation, there is an aid item that is automatically added to your inventory upon mod initialization. Likewise, you may also assign a Hotkey in the MCM menu.
If an armor mod is not yet supported, you may add support through a tutorial in the optional downloads section OR use the MCM menu option to Change Armor. Allowing you to manually change the armors� insulation value.
Feel free to send me mod compatibility patches I can add to the downloads section and/or link to.
- Consumables/Helpful Items: There are several items that can give you temporary protection from the cold. Using these will help boost your core temperature or act as utility. Heating effects stack, but only once for each consumable during the duration.
- Food: Cooked food will temporarily provide a heating bonus that will be added to your core temperatures rate of change. After 20 minutes, or if the food is moved from your inventory, food will become cold and no longer offer heating benefits. Cold food can be re-heated at a cooking station.
+2.1F | +1.167C over 5 mins
- Alcohol: Consuming alcohol provides a short but potent core temperature heating bonus accompanied by an insulation penalty.
+3.15F | +1.75C over 3 mins
- Hand Warmers: these packets create an exothermic reaction that provides a potent heating effect over a long duration.
+9F | +5.0C over 15 mins
- Blanket: While useless during travel, blankets provide a heating bonus while sleeping.
+1.2F | +0.67C times the # hours slept
- Water: H2O doesn�t provide any inherent benefits to your core temperature but will freeze over time while in below freezing temperatures and thaw outside of them. Water automatically freezes if it is transferred but can be unfrozen at cooking stations.
- Ailments: Ailments are the result of hypothermia over an extended period. The severity of ailments is determined by the stage of hypothermia you are experiencing. More severe ailments require time to recover after returning your core temperature above hypothermic temperatures. Using antibiotics can help some of these ailments recover faster.
Mild Hypothermia Below 96.0F / 35.6C | Above 89.6F / 32.0C
Moderate Hypothermia Below 89.6F / 32.0C | Above 84.5F / 29.2C
Severe Hypothermia Below 84.5F / 29.2C