I'm currently using SR:LE + REGS + a few of my own choices but I'm fairly sure that this problem is due to me installing something wrong somewhere in SR:LE.
I've only looked at the bear claw fur cloak so far but I'm assuming that this is going to be the case with all of the fur cloaks. I definitely have all of the right settings in the CCOMCM menu.
Here's my load order: https://www.modwat.ch/u/Nampot
Is there anything that I've obviously done wrong or might there be a mod conflict somewhere?
Thanks in advance.
Update: My Assumption was incorrect, as I have recently acquired several more cloaks and one of them, a rugged fur cloak, provides decent warmth and coverage. I also have a travel cloak which provides some warmth and coverage. Is this just a bug that some of them work and some of them don't? As long as I have one cloak that I can use I'm alright for now, but it would just be nice to know if anyone else has the same issue.
Edited by Nampot, 14 December 2015 - 12:02 PM.
Does anyone know some good mods to supplement Frostfall? Specifically, I'm looking for some SE-friendly mods that add clothing to reduce exposure. As it stands, there are only 2 cloaks (linen and burlap) and they don't provide great coverage in really cold places.
Cloaks and Capes - This mod adds some cloaks and capes to Skyrim SE. The author claims it supports Frostfall. However, the fur cloak does not provide any exposure protection (last time I tried it). The other 2 cloaks seem to work but don't offer substantial protection compared to the ones that come with Frostfall.
Enchantments - It seems like a decent workaround. Get clothing with 'Resist Frost' enchantments. However, you'll need to make some compromises. I'd rather use my equipment slots for stat-boosting and magic resistance. Moreover, you'll need a high enchanting skill to make useful items (or get lucky and find some in-game).
Camping - When all else fails, setup a camp and wait until the weather dies down (bring extra firewood!)
I couldn't find any mods for regular Skyrim that work with SE. On the plus side, I think 'Cloaks of Skyrim' and 'Winter Is Coming' are in the process of being converted for Skyrim SE.
Edited by jeffm24, 08 November 2016 - 01:30 AM.
Creation Club recently arrived for Skyrim Special Edition, and as with Fallout 4 it provides a small selection of weapons and armor available to buy for Skyrim SE. There are also two modes—one that brings mobs of zombies at night, and another that introduces an official survival mode.
I'm sure I'm not alone in thinking Bethesda selling a survival mode for Skyrim SE is a bit dubious. There are loads of free survival mods and have been for years, for both the original Skyrim and the Special Edition—most notably Chesko's outstanding Campfire and Frostfall mods—and surely these mods are the inspiration for Skyrim SE's new paid content. Plus, when Bethesda's survival mode for Fallout 4 was released it was (and still is) free. While survival mode for Skyrim SE was free for its first week, it's now for sale, and I don't have to take the internet's temperature to know that plenty of people are a bit hot about it.
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At the same time, I'm curious about the mode itself. Having already bought some items from Creation Club for Fallout 4, I decided to buy and try out the new survival system. SSE's survival mode costs 500 credits in the Club store, which is about $5, though naturally you can't buy $5 worth of credits: the minimum amount is 750 credits for $7.99. Even with the 100 free credits Bethesda gives you, you still need to spend $8 if you didn't grab the survival mode while it was free (I forgot to). I've said it before, and might as well say it again: it really sucks when you have to buy a preset amount of funbux for something you want, instead of just paying whatever the actual price is.
Faced with the prospect of starting a new game and beginning with that long wagon-ride into Helgen, the arrival of Angry Shouty Dragon, the familiar tutorial escape, and the uneventful trot into Riverwood, I decide to download the always wonderful (and free) Alternate Start mod (here's the link for standard Skyrim), which lets you begin your game as someone other than the Dragonborn on your way to execution in Helgen.
One of the several options is to start is as a traveler who awakens on a sinking ship in freezing water off the coast of Solitude. You have to escape the capsized ship, gathering what few items you can along the way, and swim to safety through frigid waters. Seems like a great way to start a survival game.
Can confirm: cold water is cold. Really cold. As I splash around in the bowels of the flooded ship, the freezing water eats away my health quickly, and I can only spend a few seconds paddling around before I'm near death. In SSE's survival mode, being cold limits you from filling your health meter completely (it also makes lockpicking and picking pockets more difficult, presumably due to shaking fingers). You don't automatically regain health over time in this mode, either, though that's not such a big deal in Skyrim since every character is born with a healing spell. As long as you can find a few moments of privacy and a have a few centimeters of magicka, you'll be able to stay alive and heal.
As I escape the ship and climb out onto the iceberg it hit, the hunger system kicks in frequently—a bit too frequently for my tastes, though that's certainly not exclusive to Skyrim SE's survival mode (I've griped about the common problems with hunger systems before). I do enjoy the hunger notification itself: it's a rather convincing sound effect of a hungry stomach gurgling. I just wish it wouldn't occur so often: I've scarfed down several apples and five entire cabbages already but I'm still almost always hungry.
There's no thirst system in Skyrim SE survival, which feels like an odd omission. Granted, the world is mostly covered in snow so it seems unlikely you'd ever become dehydrated (if this hypothetical thirst system let you consume a fistful of snow, that is), but it does feel strange that nothing regarding thirst has been included.
Standing on the ice floes, I try repeatedly to swim to the relative safety of land. For a while, it seems like I simply won't be able to make it: I keep freezing to death the instant I make it to the next floe. Below, enjoy a small supercut of my repeated deaths just as I reach safety.
After about five tries I finally make it, after taking a sprinting jump off the first floe and using my healing spell the moment I've got my boots on the next one. Rather than run toward Solitude, I aim for Dawnstar. Fast-travel isn't an option in this mode, though at least you can save your game whenever you want.
Along the way, I try to stay warm. There's something enjoyable about warming yourself by the fire in a game, and you can do that in SSE's survival mode. In terms of keeping warm with clothing and armor, though, it feels a bit like they just slapped a warmth rating on items, and too often it's the same rating. I examine each wearable item I find, expecting to have to make difficult choices, sacrificing armor rating for warmth, but it's never really the case. Iron armor has a warmth rating of 27. Fur armor has a warmth rating of 27. Standard clothing has a warmth rating of 27. I do find some items with ratings as high as 54, but I never really feel like I'm making a tough choice in terms of what to wear, or that spending time comparing the pros and cons of outfits is worth it. This may also be because there's simply so much clothing and armor easily found in the game, and even with the mode's reduced carry weight I've got several types of armor and clothing in my inventory.
Unable to cook in the first few fires I come across (and unable to build my own fire and use it for cooking wherever and whenever I want) I scarf down some raw fish meat to answer my growling stomach and am immediately stricken with food poisoning. This reduces my stamina and magicka recovery, and prevents food from healing me, but the main effect is that the NPCs in Dawnstar constantly tell me I look sick. It feels a bit impolite of them, so I steal as much food and clothing from their homes as I can.
I'm pretty tired of being cold all the time so I decide to head south, though I immediately encounter a blizzard, which forces me to return to Dawnstar for a bit, and later I have a harrowing few minutes of trying to warm myself by a troll's fire while mammoths attempt to stomp me into paste. I'm currently fighting my way through a cave full of bandits, mainly because I'm simply hoping one of them will have a potion that will cure my food poisoning, some warmer booties, or maybe just a damn cooking pot so I can fry this fish meat before eating it. Windows 10 brightness slider missing.
After a few hours of play, I'm generally feeling like the Creation Club survival mode is okay: it's a good way to introduce players to the concept of survival if they've never used a survival mod (or never played a survival game before). It does add an extra layer of thought, slows the pace of game down, and gives you a series of little decisions and makes those decisions feel more weighty. For someone who doesn't want to go through the rigamarole of installing free mods and utilities, and doesn't mind spending $5 (technically, $8), it's not a bad option to get your feet wet.
There are, however, better, more robust, more flexible, and more enjoyable options if you want to bring interesting and challenging survival elements into Skyrim, and they're free. Again, start with Chesko's Campfire and Frostfall. (Special Edition versions here and here). They take a bit more work to get up and running, but they're absolutely worth the extra time, and you don't have to buy anything.
Frostfall is a lore-friendly immersion mod created by Chesko for The Elder Scrolls V: Skyrim.
SummaryEdit
The aim of Frostfall is to make Skyrim more realistic by allowing the Dragonborn to die of hypothermia in the arctic regions of the province. The Dragonborn must wear warm clothing (such as fur armor), build campfires, seek shelter and keep dry to survive. There are three preset difficulties, the hardest of which prevents fast travel. All aspects of this mod can be tweaked individually with the Survival Settings power (users of SkyUI 4.1 or above can make changes through the Mod Configuration Menu).
ExposureEdit
How cold the Dragonborn is is measured by a mechanic called Exposure. If the Dragonborn's Exposure reaches -100, they will die. If they are warm and their exposure is +20, they will benefit from stat boosts. The cold can be kept at bay by wearing warm clothes, eating certain foods, keeping dry (being wet increases the rate at which heat is lost), or being near a fire. Being near a fire, forge, or smelter will warm a character up. If it is raining or snowing, the Dragonborn has to be under a shelter for this to happen.
W.E.A.REdit
Frostfall also has a mechanic called W.E.A.R, which causes the Dragonborn's resistance to exposure to be directly affected by the type of clothing he or she wears. For example, equipping full fur armor (including head gear) will give him or her 100% exposure resistance, as long as it is the fur armor texture that has sleeves and a shirt (not the skirt version). Additionally, cloaks from the Cloaks of Skyrim mod work in tandem with Frostfall, keeping the Dragonborn warm and/or dry, depending on the cloak's material, as well as increasing resistance to exposure.
CraftingEdit
Frostfall has many crafting and gathering features. One of them is gathering deadwood, which allows the Dragonborn to build a fire (an essential for survival). If they have a woodcutter's axe, they can harvest firewood (it requires less firewood to start a fire than deadwood), which adds wear to the axe. (Firewood collected by using a wood chopping block with the same axe does not cause wear). Firewood can be used to build a tanning rack, which the Dragonborn can use to craft fur armor, tents, and other things to help them survive Skyrim's often harsh climate.
SpellsEdit
The mod provides a variety of spells to make the life of the survivor easier. The following new spells with purchasable spell tomes have been included:
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Temporary fix for Skyrim SSE (64bit) running Campire, Frostfall, SKSE64, and SkyUI. Fixes for 16:9 and 21:9 ultrawide.This is based off the authors temporary fix outlined here: http://www.dracotorre.com/blog/frostfall-se-skse64/ it fixeswarmth and coverages values being forced 0 for everything and also not showing up in any of the menus.
First install PapyrusUtil 3.4 SE: https://www.nexusmods.com/skyrimspecialedition/mods/13048/
Then install one of these FIX mod zip files using NMM. Only install one: 16:9 users install the normal fix, 21:9 ultrawideusers install the ultrawide fix.
** When installing in NMM click 'No' and 'No' when the version/upgrade dialogs pop up, and then click 'Yes to all' when asked about replacing files with the same names **
Then after starting up Skyrim SSE SKSE564 go into MOD SETTINGS -> SkyUI and turn off version checking for these 5 menus:inventory, barter, container, magic, and crafting. Otherwise you will see warning popups when you initially use them.
Instructions here for disabling those version checks and setting up your Frostfall meters to sit compactly at the topright of your screen:
Sse Frostfall
That's it, you're ready to roll!
The ultrawide fix has a known issue where the bottom black bar doesn't fully extend across the screen when in certain menusbut it is purely cosmetic.
Frostfall No Warmth
If you run into any issues with Frostfall not behaving right, especially the meters not showing up, you can use the followingmethod to reset frostfall but you'll lose all of your frostfall progress. To do this try disabling frostfall and this fixtemporarily in nexus mod manager. You can then load up your save, click ok when it warns you frostfall is missing, makeanother save that no longer contains frostfall, then exit Skyrim and re-enable Frostfall and this fix, and load that newsave back up. You will now get to start frostfall from the beginning. For me this corrected an issue where no matter what myfrostfall gauges would not show up on an existing playthrough.
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