Jump to content

Chesko

Mod Author
  • Posts

    5
  • Joined

  • Last visited

Chesko's Achievements

Watcher

Watcher (1/12)

0

Reputation

  1. So this is where my thread disappeared to. Thanks! I'm hard at work on the next update, 1.6.1, which will include a host of new features that I think people are really going to enjoy, such as dynamic backpacks, a new weather detection system compatible with most weather mods, a more flexible campfire system, and more.
  2. Oh. Well what do you know. So it is. Thanks :)
  3. I don't post here often, but, figured I would mention that 2.1 is out, it's stable, and it has all of the features I mentioned (oil burning, torchbug lanterns, as well as 101BUGS integration). Also, I believe that I had a Frostfall thread on these boards, but it is now gone?
  4. Hi all, just registered (as evidenced by my post count). Thanks for recommending Frostfall, Vond! Frostfall is compatible with almost everything, as I went out of my way to ensure this. However, there are a few cases where there may be interoperability issues: Hypothermia. While not technically incompatible, we implement many of the same game mechanics, and it would be redundant to use both.Weather mods that add new base weather types will not be recognized by Frostfall. It won't break anything, but Frostfall treats weather it doesn't "know" as "temperate" (no change in Exposure Points)Tales of Lycanthropy:A compatibility issue has been reported where transforming into a Werewolf while using ToL and Frostfall will cause you to lose Exposure Points very rapidly in cold regions. It can be fixed by changing the animation settings to use the default transformation animation (set lycan_transformationsetting to 3). This seems like an old issue that should be fixed in the next version. Vampire mods that use custom vampirism scripts will not be seen by Frostfall. In Frostfall, vampires are immune to exposure and freezing water (with the exception of becoming slower when extremely cold). Belua Sanguinare Revisited is known to have this issue, and I have contacted the author to see if there is something we can do about it.Get Wet - Water FX: As mentioned, Frostfall includes this shader. A Bashed Patch will not fix an interoperability issue with using both of these at once, since OpticShooter uses his own scripts to drive the shader in the stand-alone version. These do not need to run. It won't break anything, but the visual effect won't match the gameplay mechanic. Frostfall introduces three stages of wetness (Drenched, Wet, Damp), each with unique visual effects. Being wet in Frostfall has the effect of losing Exposure Points more rapidly depending on how wet you are.I think that's everything :) Hopefully this will be useful information if Frostfall is ever included in STEP. It is still under active development, with some nice features slated for the next release, including dynamic backpacks, placement visualization for camping equipment, and a new campfire system which will allow you to burn almost any flammable items as a fuel source.
  5. Hey all, just registered. I am currently testing the new lantern oil consumption feature, which will be optional. The "drawback" of using a lantern will be the cost of keeping it filled, if Oil Burning is enabled. Torchbug Lanterns are also on the way. You will be able to buy an empty lantern jar, and must catch a torchbug to use it. If Torchbug Feeding is turned on, you will have to feed it various flowers (pollen) periodically to keep it happy. The happier it is, the brighter it will glow! This mechanic is functionally identical to oil consumption. While catching the player on fire might be funny, when and how to make it happen would be greatly up for debate, and I'm afraid would feel passive-aggressive. I don't want to punish the player inadvertently, and mainly just fill a utilitarian need for the player. Thanks for the positive feedback!
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.