(06-09-2016) A new version, with three new spells. If you find any problems, feel free to leave a comment.
So far only version for Frostfall 3.0+ has been updated. I will start on working on an update for 2.6 soon.
(08-09-2016) The more we play the game, the more bugs we find... it turns out that a hostile spell that has no active effects STILL counts as a spell that may prevent your character from waiting. If you were using Heatball without the explosion, and you were unable to sleep or wait - I'm afraid I am to blame. Version 2.00a, containing one fixed script is up. Thanks to Segolia94 for finding the bug.
In order to fix that bug, cast Heatball one more time.
(14-09-2016) New version! Now all spells have their staffs counterparts. Umbraa Lah has been placed in a separate chest in the same location, to avoid any problems. Chests can be now disabled, if for some reason you don't want to find the items.
I have also added an option for staffs (all, not just mine) to be treated by Campfire like the Walking stick if you have it selected (not necessarily visible).
And for compatibility and balance issue you can also control cost of each spell, from x0.25 to x3.00 of the original.
(16-09-2016) Version for Frostfall 2.6 Legacy is up and running!
(28-09-2016) Have you ever fought a Frost Dragon, got horribly frostbitten and stood there, absorbing its soul, thinking "How come this bright glowing thing doesn't warm me up?"
Well, from 2.02 onwards you have an option to be warmed up by absorbing dragon soul. You're welcome!
(29-09-2016) 100 endorsements! Thank you all!
2.1 Quick fix added to the already slightly fixed 2.1a version for new Campfire/Frostfall: Conjuration fire-and-forget had broken visuals for some time, dunno how long. Merge the small patch with your bashed patch.
This sounds like the EXACT mod my mage needs to survive in Skyrim. Unfortunately, I'm using Hypothermia (Plus) instead of Frostfall. Is there any chance that this mod could be adapted to that system instead?...or any suggestions for how I could go about adapting it myself?
I've never used Hypothermia plus, so no idea how that could have been done. Several magic effects rely on Chesko's keywords, most rely on scripts restoring your wamrth/reducing wet points, so it's fair to say that the whole mod would have to be rewritten, at least from logic standpoint.
Thanks for the reply! I'm pretty sure that Hypothermia is developed as a lighter Frostfall, and that it uses the same warmth and wetness scripting (at least, it certainly seems to work with other mods geared towards Frostfall instead).
uhm I don't think your mode is relevant because those who install frostfall do it to make the game more hard and realistic, I have the impression that your mod removes the interest of installing frostfall, on the other hand if you could somehow create a magic umbrella that would be invisible and will automatically be placed above the campfire tents to prevent rain from crossing it whatever the rain mod installed, it would be absolutely awsome and it would be the essential patch of frostfall
First of all, your post could use some basic punctuation, it is a little hard to read the above stream of unconsciousness that is your one long sentence.
Secondly, I politely disagree. My mod is made primarily for mages, because I felt they had very little ways of protecting themselves from rain. There were spells to combat heat, but not rain. As for the balance: remember, the original spell was concentration only, so you had to be constantly casting it in order to not get wet. I have played three characters with my mod installed, two of them were mages, one was a warrior, who occasionally used the Wayferer's Tempo staff and Umbraah-La, and I personally didn't feel that my mod has reduced the frostfall experience. I still had to be cautious of the environment, I still had to be aware of weather conditions. If your experience differed, well, you can just not use it. All the tweaks can be disabled, you can choose not to use any of the spell if you find them OP. That's how modding works. Also, tip for writing a comment: don't say that someone's work is "not relevant" when the mod was downloaded by a non-zero amount of people. That means it is (or was) relevant to at least one person.
As for your request - again, lack of proper punctuation makes is a bit hard - I think you want a mod that would make the actual droplets of rain stay outside of the tent - this is beyond my abilities, and it's not a purpose of this mod. There is a mod called Real Shelter that does that. However, it doesn;t work out of the box, it requires you to run a TesVedit script, that applies - I think - certain collision cubes under roofs of structures to make the rain temporarily switch when you enter them ( I never used it since it never bothered me). That I think would mean the Campfire tents which are spawned and removed would not work, however, I wouldn't be surprised if someone did manage to make it work. In fact, I have found a patch for old Frostfall 2.6, so I can't imagine it being impossible for Campfire.
sorry for the text without punctuation, i don't speak english and write this text with google translate hoping that it is more or less understandable took me 15 minutes xD
when i say "it's not relevant" it's only my point of view, for real shealter I already tried, works with everything except portable tents and rain when you are under a bridge or a roof no longer appears the same color and the noise of the rain is less good , so even if it worked with portable tents I still prefer that drops through the tent than a horrible rain <(*-*)>
for the patch for old Frostfall 2.6 I saw it too and in his video the quality of the rain outside the tent was normal, so indeed it is possible(I even tried to install it despite the fact that the version was not good xD (You gotta have hope)) so indeed it is possible, but nobody did it, so I tested several different tents of other mod without result, so I turned to magic by typing "magic umbrella" and I fell on your mod , and for the moment my biggest success with creation kit is a follower with a potato head xD
Ah, okay, now that made a bit more sense. As for "you gotta have hope", I'd suggest replacing it with "you gotta read the requirements of a mod", since Campfire and Frostfall 2.6 are NOT compatible.
I know I installed it hoping that it works with frostfall 3.4, hence the expression "you gotta have hope" (sarcastic French expression(l'espoir fait vivre) which means to try anyway even if you know that will not work) :p
This is the first time i've tried this mod, and fire-and-forget isn't working for me. Both MCM options for the umbrella work exactly the same - I have to maintain them. Any suggetsions?
Regardless of what setting I use, the spell has to be maintained. The spell itself works, I stay dry, but even set to fire and forget, I still have maintain it for it to work.
Okay, but what do you mean by "maintaining them"? I just started a new game, and everything seemed fine, both with concentration and ff version. If you could describe me your problem in more details, I'd be glad to help you. I am doing an update as we speak, so if there is some weird bug I've missed I might be able to catch it here.
If by maintaining you mean that you have to constantly re-add monitors, then I might already solved the problem in the upcoming update. I ran with a similar problem during my werewolf playthrough. It seems that changing race, for some completely unexplainable reason, makes the abilities' effects disappear. Not the magic effects, just visual, so I'll add a line of script that will simply add the monitor at the start of each spell, period.
Ok, I guess you call it the concentration version. So, regardless of what setting I use in the MCM, it only uses the concentration version. I set it to fire and forget - I still have to concentrate. The spell doesn't last. Did that make better sense?
I AM running a lot of mods, so it's entirely possible there's a conflict somewhere, but very few of them affect magic. I think the only other magic related mod I'm running is the Open/Unlock Spell.
Yes, I call it the concentration version, because... well, that's what it's called. (https://www.creationkit.com/index.php?title=Magic_Effect look under section "casting type").
And again, I cannot seem to replicate your issue. I start the game, I add myself the correct concentration spell, it works as intended (i.e. I have to "Maintain" it), then I go to MCM, choose fire and forget version, click on "swap", and the script removes the concentration spell from my spell list and adds the FF version. Did you choose the Alteration version of the spell?
Also, if you click on debug mode, it will allow you to add debug items, if for some reason you can't get the correct spell tome.
The debug items fixed it. Once I had them and realized they worked, I hit "swap spell and staff" and it seems to have sorted out whatever was going wrong. Thanks so much!
For some reason, Wayfarer's Tempo wont stay on for me.
I've used debug mode and it turns off after exactly 7.03xxx seconds every single time no matter how long i hold the spell for before casting. (im not in combat or running/sprinting)
Is it incompatible with spell charging maybe? when i look at the duration of the effect it says 400+ days remaining lol but ofc disappears after ~7 sec
Other than that, super happy and impressed with this mod
Never used spell charging. Have you tried it with this mod disabled? Edit: I've installed Spell Charging, and haven't noticed the aforementioned effect.
Thanks for helping out, sorry for such a late reply. Real life stuff, ya know.
I figured out that if I stand still to cast it (not even walking) then it stays on when I start walking. Not sure why it does this, but I am more than happy to stand still to cast as I can still walk while charging.
I noticed a definite interaction with Spell Charging though. Warming Cloak will charge up correctly, but after that a slight bug occurs with absorbed spells where it grants resistance 0 or 1 instead of an actual useful value. Elemental damage when using a weapon after absorption works fine though so I'm not too fussed. I can reset it by turning Spell Charging absorption on and off in the MCM provided and I dont use the resistance feature all too often now since Warming Cloak and Wayfarer's Tempo are much better and more immersive.
Just thought I should report the possible incompatibility. OH YEAH and I only started noticing this issue after I merged Spell Charging's esp's with Smart Cast (another mod entirely) so I'm not sure yet if it is causing the bug. I will test again without merging and different load orders when I get the chance :)
Oh, I haven't noticed it was updated.... I don't know, it will take me a while to check out, since I'm kinda busy right now. If anyone sees any problems, please let me know. From Chesko's changelog it doesn't seem so, but all the brave souls are more than welcome to try it out.
134 comments
So far only version for Frostfall 3.0+ has been updated. I will start on working on an update for 2.6 soon.
(08-09-2016) The more we play the game, the more bugs we find... it turns out that a hostile spell that has no active effects STILL counts as a spell that may prevent your character from waiting. If you were using Heatball without the explosion, and you were unable to sleep or wait - I'm afraid I am to blame. Version 2.00a, containing one fixed script is up. Thanks to Segolia94 for finding the bug.
In order to fix that bug, cast Heatball one more time.
(14-09-2016) New version! Now all spells have their staffs counterparts. Umbraa Lah has been placed in a separate chest in the same location, to avoid any problems. Chests can be now disabled, if for some reason you don't want to find the items.
I have also added an option for staffs (all, not just mine) to be treated by Campfire like the Walking stick if you have it selected (not necessarily visible).
And for compatibility and balance issue you can also control cost of each spell, from x0.25 to x3.00 of the original.
(16-09-2016) Version for Frostfall 2.6 Legacy is up and running!
(28-09-2016) Have you ever fought a Frost Dragon, got horribly frostbitten and stood there, absorbing its soul, thinking "How come this bright glowing thing doesn't warm me up?"
Well, from 2.02 onwards you have an option to be warmed up by absorbing dragon soul. You're welcome!
(29-09-2016) 100 endorsements! Thank you all!
2.1 Quick fix added to the already slightly fixed 2.1a version for new Campfire/Frostfall: Conjuration fire-and-forget had broken visuals for some time, dunno how long. Merge the small patch with your bashed patch.
Seriously, though, these spells looks amazing!
Secondly, I politely disagree. My mod is made primarily for mages, because I felt they had very little ways of protecting themselves from rain. There were spells to combat heat, but not rain. As for the balance: remember, the original spell was concentration only, so you had to be constantly casting it in order to not get wet. I have played three characters with my mod installed, two of them were mages, one was a warrior, who occasionally used the Wayferer's Tempo staff and Umbraah-La, and I personally didn't feel that my mod has reduced the frostfall experience. I still had to be cautious of the environment, I still had to be aware of weather conditions. If your experience differed, well, you can just not use it. All the tweaks can be disabled, you can choose not to use any of the spell if you find them OP. That's how modding works. Also, tip for writing a comment: don't say that someone's work is "not relevant" when the mod was downloaded by a non-zero amount of people. That means it is (or was) relevant to at least one person.
As for your request - again, lack of proper punctuation makes is a bit hard - I think you want a mod that would make the actual droplets of rain stay outside of the tent - this is beyond my abilities, and it's not a purpose of this mod. There is a mod called Real Shelter that does that. However, it doesn;t work out of the box, it requires you to run a TesVedit script, that applies - I think - certain collision cubes under roofs of structures to make the rain temporarily switch when you enter them ( I never used it since it never bothered me). That I think would mean the Campfire tents which are spawned and removed would not work, however, I wouldn't be surprised if someone did manage to make it work. In fact, I have found a patch for old Frostfall 2.6, so I can't imagine it being impossible for Campfire.
when i say "it's not relevant" it's only my point of view, for real shealter I already tried, works with everything except portable tents and rain when you are under a bridge or a roof no longer appears the same color and the noise of the rain is less good , so even if it worked with portable tents I still prefer that drops through the tent than a horrible rain <(*-*)>
for the patch for old Frostfall 2.6 I saw it too and in his video the quality of the rain outside the tent was normal, so indeed it is possible(I even tried to install it despite the fact that the version was not good xD (You gotta have hope)) so indeed it is possible, but nobody did it, so I tested several different tents of other mod without result, so I turned to magic by typing "magic umbrella" and I fell on your mod , and for the moment my biggest success with creation kit is a follower with a potato head xD
I know I installed it hoping that it works with frostfall 3.4, hence the expression "you gotta have hope" (sarcastic French expression(l'espoir fait vivre) which means to try anyway even if you know that will not work) :p
If by maintaining you mean that you have to constantly re-add monitors, then I might already solved the problem in the upcoming update. I ran with a similar problem during my werewolf playthrough. It seems that changing race, for some completely unexplainable reason, makes the abilities' effects disappear. Not the magic effects, just visual, so I'll add a line of script that will simply add the monitor at the start of each spell, period.
I AM running a lot of mods, so it's entirely possible there's a conflict somewhere, but very few of them affect magic. I think the only other magic related mod I'm running is the Open/Unlock Spell.
And again, I cannot seem to replicate your issue. I start the game, I add myself the correct concentration spell, it works as intended (i.e. I have to "Maintain" it), then I go to MCM, choose fire and forget version, click on "swap", and the script removes the concentration spell from my spell list and adds the FF version. Did you choose the Alteration version of the spell?
Also, if you click on debug mode, it will allow you to add debug items, if for some reason you can't get the correct spell tome.
I've used debug mode and it turns off after exactly 7.03xxx seconds every single time no matter how long i hold the spell for before casting. (im not in combat or running/sprinting)
Is it incompatible with spell charging maybe? when i look at the duration of the effect it says 400+ days remaining lol but ofc disappears after ~7 sec
Other than that, super happy and impressed with this mod
I figured out that if I stand still to cast it (not even walking) then it stays on when I start walking. Not sure why it does this, but I am more than happy to stand still to cast as I can still walk while charging.
I noticed a definite interaction with Spell Charging though. Warming Cloak will charge up correctly, but after that a slight bug occurs with absorbed spells where it grants resistance 0 or 1 instead of an actual useful value. Elemental damage when using a weapon after absorption works fine though so I'm not too fussed. I can reset it by turning Spell Charging absorption on and off in the MCM provided and I dont use the resistance feature all too often now since Warming Cloak and Wayfarer's Tempo are much better and more immersive.
Just thought I should report the possible incompatibility. OH YEAH and I only started noticing this issue after I merged Spell Charging's esp's with Smart Cast (another mod entirely) so I'm not sure yet if it is causing the bug. I will test again without merging and different load orders when I get the chance :)
...I started a new game already..do you think it would be safe to add it to the bottom, after the bashed patch...?