#Sun's Dusk: Needs & Survival
1 messages · Page 6 of 1
But yeah having that small detail with shadows affecting your temperature is very immersive
actor shadows phasing through the walls has always bugged me lmao
Yeah, they are garbage
Imagine hiding behind an npc from the sun or using its shadow to affect your temperature, that'll be mind blowing detail
Don't think it does interior temperatures although I know that happens sometimes outside too haha
Oh I didn’t mean in relation to this mod lmao
I just meant when you walk into a two story house and can see everyone walking around upstairs when you’re downstairs
Hello! Thanks for the great mod!
Tell me, where did the display of the climate type in the menu disappear in the latest versions (in 1.1 it seemed to still be there)? For example, the temperate climate in Necrom.
Another small addition about the climate, I believe that in the Bitter Coast region, the climate is rather transitional from marine (or subtropical) to temperate and mountainous (West Gash region).
is it possible to disable woodcutting popups?
Hey hey you’re welcome :) it’s a pleasure
The climate type is displayed in the tooltip, to see more details for the tooltip, increase the debug setting in the environment settings until you see the amount of information you want to see
Anything outside of Vvardenfell is considered temperate as that’s the default temperature outside of areas covered in Project Tamriel, so Necrom was until I changed its temperature when I did all of the mainland
As far as climate goes, I based the bitter coast temperatures off of what’s in the lore but are you talking about the temperature or something else?
The castbar you mean ?
I don't get the corked/uncorked restriction. Why the heck would I be unable to fill a corked bottle with water?
The cork is not stuck, lol.
Because you shouldn’t be able to carry a bunch of cups around that are full of water
Which is why you spill them when you jump
I'm talking about bottles
Why can't I refill a corked bottle near water?
Because you don’t refill near water
I'm swimming
You refill by swimming and by interacting with wells if you have those settings enabled
Submerged ?
Is the setting disabled ?
Btw let's not pretend that getting a cork for a bottle would be hard.
Besides, you cool yourself off with those
And you’re completely underwater ?
Should be
But I dived several times, anyway
What are the item IDs of the things that aren’t being refilled in water ?
Because yeah different items are refilled in different places
Not sure whether this will be useful because I refilled at well
Can you show me the tooltip?
Actually yeah no those items don’t refill by swimming haha
anyway, corked/uncorked bottle restrictions are just noise. There is literally no reason while I shouldn't be able to refill those bottles by swimming if it's allowed at all
when you have a corked bottle that you need to refill, you can remove the cork
It's just logical. Also, IMO pretending that corking uncorked bottles wouldn't be easy is not good, either. If the concern is that the player can store too many bottles in the inventory or sth, then just increase weight of full bottles. Currently it's 2. Empty bottle is 1.
If you want to make items varied, then I think that it would make sense to give jugs more capacity because currently they have weight 2 (empty) and can store the same amount of water as a bottle (weight 1)
Get slowchu to make an uncork hotkey mod
Tamriel data required though
I would gladly pay 1 gold to cork the bottle
I can suffer this
No corks in vanilla
if I have to buy the corks
do it
but damn
Other suggestion: make it possible to cut down shrubs for firewood. They could spawn fewer amount of firewood than trees but could be cut down faster
I saw many shrubs in the West Gash and the Ascadian Isles which don't count as "trees" so they can't be cut down
maybe shrubs could be cut down without axes while trees couldn't
because I don't see how I'm cutting them down without an axe 
No
well, yes, they cannot be cut down 😅
- This isn’t ashfall
- If you want less firewood you can either find small trees/logs or buy it from a vendor
Next update will have a setting to disable tree removal
Excellent! 👌🏻
It’s onLoad though, don’t think there’s a cooldown so if you want to cheese it you’ll have to save and reload
No, like exit the game
Thats super impressive ❤️🔥
Also the reason why hardcore by default makes you die after waiting 24 hours is to prevent cheesing restocking + selling
Haven't even thought about cheesing btw. Don't even know why would someone try doing sth like this. My only concern is that permanent landscape changes mess up the level design and aren't realistic considering the loreful world scale (it's not just some small island but a big one so one guy wouldn't be able to cut down everything no matter how hard he tried).
also, firewood isn't even valuable
there are so many ways to make money in-game that trying to sell items that are worth... what... 5 gold?... seems pointless lol
if sth seems unbalanced then increase the weight. This is usually the answer.
No, like reselling items in general
you mean buying and then reselling to the same merchant for more?
BMS solves this
Not everyone plays with that mod haha, I don’t even know what that is
Better Merchant Skills
it's part of Expanded Vanilla
it's mym's mod
that alone means that it's worth installing 
Ok haha
and it's highly customisable
so def recommended
Fight Morrowind's broken economy by dynamically altering the difficulty to barter, haggle, and persuade with merchants.It works with any vanilla or added merchant, and it does not alter NPCs' tr
ATM stews are much more cheesable than firewood btw
you can use two 1 value ingredients to create 30 value stews
so it's the old alchemy problem
Enjoy the cooking UI then xD
well both castbar and prompts which appear when you hover over trees, punching trees each time im trying to collect some shrooms feels weird
Thanks! It seems clear now.
As for the climate, I assumed this based on the Köppen climate classification, since Morrowind is located in the northern part of the continent of Tamriel, as well as the proximity of the Bitter Coast to the Inner sea and the limitation of the hillock in the eastern part.
Where did you get the climate information? Very interesting
the game is usually vague about temperature because it's not part of any mechanic so it's rarely mentioned anywhere
but Bitter Coast is described as "humid swamps"
Yes, it gives a lot of freedom in terms of climate determination.
What I found in TES lore: "Morrowind is not known for extreme temperatures, but at Vvardenfell's heart the temperatures can get unbearably hot. Most of the mainland has mild to hotter temperatures."
Vvardenfell is obviously not a cold place overall. It has a giant volcano in the middle and the fauna is full of insects. Ascadian Isles is described as "temperate" region.
as for the mainland, some of the remote places in Telvanni territory are cold and Velothi Mountains are cold as well
Yes, it's snowing in the Nivalis. I would assume that it has a climate similar to Solstheim
it's also not surprising that Redoran prefer Redguard mercenaries. Redguard would probably understand the Ashlands quicker than other races
It is strange that this is no snow in the Sheogorad region, although it is located south of Solstheim, and the influence of the Red Mountain is possible.
Yes, there might be something to it.
Pity the Argonian on the snowy island
I'm wondering if it's possible to create a new weather system for Morrowind in the near future, where weather changes would occur on the entire map, not just in active cells. Then it would be possible to observe ash storms from relatively good weather in Vivec.
pretty sure it would snow there if seasons were implemented in-game
there are some mods which add a chance for snow and blizzard weather in Sheogorad
This also tells us sth about the place, haha
It's so strange that initially the whole island was planned as an uninhabited ash wasteland, when the whole of Morrowind and the mainland were still planned, but in the end everything turned out to be in the compressed space of the island)
@warm saddle 
Now I always carry warm fur gloves and a fur hat with a scarf)
What time constraints do to a mf
Not just that. Mainland is bigger than Vvardenfell. Hard to implement everything with MW's lvl of detail
We would probably end up with many procgen areas
Yeah
It's good that we got TR instead because they have less technological constraints
And they have all the time in the world
I guess that Skill Framework integration is coming in the future but I wonder... how hard would it be to add NCGD decay for Cooking skill from Sun's Dusk? 😄 @indigo anchor @warm saddle
If cooking is a skill registered to the skill framework, then NCGDMW could integrate the framework and make those skill decay
Oooh
Sounds like a wonderful way of interoping the mods
Yeah that sounds awesome
Yeah, ik what you mean. I’ve wanted to hide the tooltip (which would prevent the castbar from coming up) under certain conditions but it’s not a straightforward change
I based the temperatures on the little in-game lore there is, the Dunmer in Skyrim, weather records, geography, local flora and vibes (inc walls of text)
pt 1/?
The Guide to Vvardenfell has some information, like this about the Bitter Coast:
The western coast of Vvardenfell from Seyda Neen north to Gnaar Mok is called the Bitter Coast. The salt marshes and humid swamps of this region are uninhabited, with the only settlements found at the good harbors of Gnaar Mok, Hla Oad, and Seyda Neen. Also called the Smuggler's Coast, the region's secluded coves and islands provide refuge for criminal trade, and the frequent rain and fog hides small boats from Excise cutters.
It also says
Only recently open to settlement and trade, most of the island's population is confined to the relatively hospitable west and southwest coast, centered on the ancient city of Vivec and the old Great House district centers at Balmora, Ald'ruhn, and Sadrith Mora. The rest of the island is covered by hostile desert wastes, arid grasslands, and volcanic badlands, and thinly populated by the nomadic Ashlander tribes.
The Dunmer in Skyrim (ES: V) often complain about the cold in Windhelm and while the velothi mountains (I think that’s where they lead to ?) are cold in themselves, only Redoran in TR live there and have special equipment for it, or at least I interpret Bonemold to be built specially based on the books Bone I and Bone II, so the rest of the Dunmer probably wouldn’t like the cold, meaning that the other areas Dunmer live in are temperate to hot
Pt 2/?
For weather records for most locations, I mostly looked at clear weather %, cloudy/rainy/thunderstorm %, snow %, and ashstorm %. Most places that have a chance of getting ashstorms, the exception being ald’ruhn, its immediate surroundings, and Maar Gan, are classified as “Ashlands” which I kinda interpreted to be like a desert with hot days and cool nights. The only tropical places on Vvardfenfell are on the Bitter Coast, which are the areas that have the highest % of rain. The only temperate areas are in the Ascadian isles which I based off of the Guide to Vvardfenfell which describes them as “rich agricultural areas”
The urban areas of Vivec and Ebonheart of the southern coast are densely populated; the inland Ascadian Isles are dotted with small farms and large plantations. The climate is temperate and comfortable, with moderate rainfall.
There’s also Azura’s Coast,
The rugged coast and islands of northern and eastern Vvardenfell are called Azura's Coast. The region is rocky, infertile, and largely uninhabited…
And Molag Amur
Molag Amur is an uninhabited wasteland of rocky hills, steep-sided ravines, lava pools, and barren ash pavements. Pathfinding and travel is extremely difficult in this trackless wilderness, and is complicated by frequent ash storms.
The only place on Vvardenfell that is cold most of the time is off land on Sheogorad which has the only % chance of getting snow, and to snow the temperature has to be hovering around freezing even at noon where I peak the temperature. Dagon Fel is the only notable settlement imo and so it’s slightly warmer just because of heat sources + population, although it’s still along the Sea of Ghosts on the coast. The islands further to the sound are a mix between being off shore from the Ashlands and being cold like the rest of Sheogorad
pt 3/?
With geography, I mostly looked at water sources (proximity to water) and heat sources like lava
The Odai River is relatively mountainous (at least with the mods I had in my load order) and alongside a river, so even though i think it’s in the Bitter Coast region, I interpreted it to be a bit cooler and put it as a “coastal” climate, meaning that while it gets cooler at night, the nearby water would help it retain some of its daytime temperature and wouldn’t get as cold as places such as the Ashlands at night. Since Balmora is also right on the water, I considered it to be coastal as well but warmer because of urban heat
Molag Amur and other places around Red Mountain have lava beds and sulfur pools from mods I believe, so I interpreted it to be warm especially with the only “mountains” being foyadas, or old lava beds
The only exception I make to this is with Tel Uvirith which I like to think the Telvanni enchant their towers to be hospitable and comfortable and slightly warm since I’ve established at this point that Dunmer like warmth and Telvanni either only wear clothes or light (Cepholopod) or medium (Bonemold) armor
Grasslands has few trees (although more with mods) rolling hills and fertile Grazeland, so I interpret it as not having the temperature extremes of the Ashlands but having more temperature than coastal areas, although I consider the area right off of Vos as being coastal since it’s right across from Tel Mora
Azura’s Coast I consider coastal and cooler than the Ascadian Isles, probably in the same ball park as Gnisis and Khuul since it’s mostly rocky + water coastline and described as inhospitable with no farmland, although like I said I made a few Telvanni warm spots since enchanted muchrooms. I did the same with some Telvanni locations on the mainland + Port Telvannis
pt 4/?
This was kinda after I set the temperatures but someone in the discord server was able to find maps with Vvardfenfell flora mapped on them and it mostly lined up with what I had already established which was cool to see
As for vibes, kinda the only thing not covered at this point is Solstheim, a few cities and the Mainland
Solstheim in the vanilla kinda sucks so I went off of Tomb of the Snow Prince, with the only “warm” spots being Fort Frostmoth (southern part of the island + imperial) and Skaal Village. Colder than Sheogorad since snow is more frequent, I still made Skaal village around freezing or slightly above freezing since while there aren’t many heat sources in-town and it’s somewhat high elevation on a mountain, it’s still some kind of shelter from the elements and I wanted it to kinda be a place of respite for players, so that after climbing cold asf mountains and dealing with the cold increasing as you make your way up the island, the player is like “finally, some shelter” as soon as they enter the town gates. The glaciers in the northeast part of the island I made significantly colder though
Ald’ruhn and Maar Gan, while being in the Ashlands and getting Ash Storms are right on the border of Red Mountain at least in my load order and I have a hard time seeing them get as cold as the Ashlands. Same with Koguruhn. I figure there’s a reason why Redoran, the only Great House that has any presence here, wears Bonemold which I’ve kinda established protects them from extreme temperatures + harsh weather
I think I have Ald’ruhn as warmer than Maar Gan since the player spends more time here and I’d want them to at least consider wearing Bonemold, chitin or netch armor, all of which I put as special armor for protection from the heat
pt 5/?
As for the mainland, I went entirely off of vibes and a few weather records since I couldn’t get the TR team to give me anything and couldn’t remember a ton of lore. Sea of Ghosts I have as freezing since it gets snow, Port Telvannis is slightly warmer since there are plantations there and some kind of vegetation, but still cooler since it’s an island. The northern part of Telvanni territory I have as coastal since it’s alongside rivers or the sea, or hot in the southern territories since it’s a valley with little shelter and only Dwemer and Daedric Ruins
Sacred Lands is gorgeous and I can’t see it being hot since it’s all mountains and alongside water and waterfalls, Necrom is right on the sea and high in elevation so I see it as being cooler although a heat spot because of urban, although most of the residents are spirits so it isn’t as warm as other cities
Mephalan Vales I have a mix of temperate + hot because there are a few volcanos in the area but still some cooler spots
I forget the name of the region but the northern eastern part of the River Thirr that’s kinda a swamp I have as being hot since I the flora gives me Bitter Coast vibes although slightly cooler since it’s just south of Azura’s Coast
The River Thirr I see as being a mix of coastal + plantations in the north + swamp near Hla Oad. Roa Dyr is gorgeous and gives me warmer than Almas Thirr but cooler than the surrounding areas
Old Ebonheart gives me New England vibes, the city itself obviously and being high in elevation on the coast and being a trade port although I could be wrong. I made it somewhat colder than the other areas along the River Thirr since I kinda want the player to take temperature into consideration when exploring the city
pt 6/?
Redoran areas in the West I made freezing around the Velothi Mountains and cooler/temperate in the mountains and lowlands that are directly west of the Thirr River, hot in the Armun region since it gets ash storms and custom weather in MWSE, it’s also described as inhospitable
Temperature increases as you make your way down the Thirr River towards Narsis, although I made Narsis cooler than the rest of the area because it’s surrounded by water and even though it’s right on the border of the desert, I noticed the architecture of the city has “air conditioners” like the Persian city of Yazd which I thought was fucking sick, but the rest of the surrounding desert is hot asf
But yeah when I was brainstorming for temperatures, I didn’t have all of these specific climates and ideas in mind but I knew that I didn’t want to hard code regional temperatures like Frostwind and Ashfall, since there were some locations like the Odai river that I’d consider to be warmer than the surrounding areas. I also didn’t want to put a place like Vivec in the same temperature as the Ascadian Isles, etc. So in general there are areas within regions that have different temperatures, meaning that just setting a
Also a problem that Frostwind/Ashfall have is that when Tamriel rebuilt changes the name of a region, the region name in Ashfall also has to be updated, which makes it incompatible with anyone who doesn’t have the latest version of TR
I didn’t want to have this same problem, so I created an entirely different system of setting temperatures that no other Morrowind mod has done and possibly any other Elder Scrolls survival mod and even though it was a lot of work, I’m very happy with how it came out
Of course I’m open to debate and questioning temperatures of regions but Vvardenfell likely isn’t changing since I can back up half of it with lore and the rest of it for other reasons although I’ve considered adding a setting for “Vvardenfell is cold” since some people have different ideas of what the island is like, and also maybe they want something like Frostfall but for Morrowind
Anyway what an essay … but yeah that’s everything I considered when doing temperatures
Thank you for the TED talk. It was an enjoyable read
I’ll take a look haha
yeah, sure
Yeah I’ll be doing at least two skills for the Skill Framework but probably won’t add decay for cooking or avoid it as much as possible since I don’t see it as realistic and also eventually there will be perks for the skills and don’t want the player to have decay with perks
Also in general even if you go without cooking for an extended period of time, you can still remember how to cook
Yeah I put a lot into it, those temperatures are my heart and soul
Also I based most of them off of what I’d expect a dunmer to experience, the other races have racial abilities to help with the temperatures but it’s mostly dunmer that live there so it’s a Dunmer’s world
Also I did the temperature locations on Vvardenfell based off of most of the landscape mods in the TO modlist, 1) because even though I don’t use TO I have most of the landscape mods there 2) If I played my empty cfg that I usually use for testing for more than an hour or two at a time I’d lose my mind, I wanted to actually enjoy running around and getting the proper feel of an area
also maybe check this one
found it in Kogoruhn from City of Ash mod
I just don't know if it's this mod's thing or widely-used
It’s OAAB which might mess with some OAAB overhauls but I should be able to exclude that cell
It's this one, then
Word thank you
Phisto?
Think it might be from a Kogoruhn mod but there are a few popular ones, one of which that I use so imo it’s worth excluding and doesn’t do any harm
Oh but yeah a big problem I have rn is that I want to do a showcase video but not sure how to properly show 20+ hours of temperature baddassery in a few minutes 
Not to mention all the gear, racial, spell and wetness mechanics of temperature <_>
You don't need to list EVERYTHING in the showcase. It can be explained in detail in the readme/description
Unless you're making a full on guide, your goal is to show mod's potential and give viewers an idea of what your mod does
Maybe a separate video with the moment to moment gameplay of the mod would be good to have too. At least, it seems to me, people liked videos Demanufacturer was making showcasing "Morrowind in 2025" or something
Good idea
For now I think I just want to do a showcase video that’s a few minutes long since I got new video editing software I need to learn and also just want to give people a snippet
I’ll also eventually do a gameplay video with just vanilla since 95% of the features in both a vanilla, unmodded Morrowind an a TO modlist are the same
Gonna do my thicc modlist for the main video since playing vanilla is a … struggle for me but still want to show that no matter how big your modlist is, Sun’s Dusk should be in it 
And a big accent on compatibility!
I'm sure that's a huge thing for any seasoned modded player
Yeah for sure, idt there’s any mod it’s incompatible with 🧐 but if there is I’d want to know so I can fix that
It’s even compatible with devilish needs and the oldwind survival mods although they’re kinda obsolete at this point imo
We could do most of the ashfall features if we wanted to but without TD and OAAB as a requirement it’s best to go in a unique direction too I think
Not really. I tried that with DN by installing SD mid-game and there were various issues. I wouldn't recommend doing that.
Yeah for sure, I tested some stuff between them and I think the only thing I noticed was water but I’m sure there were other problems
Maybe safe on a new save but yeah don’t think there’s a reason to install both of them together
Openmw enjoyers can now flex on MWSE enjoyers that we now have our own cool survival mod
and we did everything in like 5 weeks, who knows what’ll happen in the long run
Im conflicted because I like that this mod doesn't rely on those huge resource libraries but it would be cool to see some of those Ashfall features. Maybe an optional module or something but that seems like a lot of work for something optional lol
Yeah maybe when we’re done with most of the main features although tbh I haven’t looked at a lot of Merlord’s code so I haven’t researched most of its features
this is the wiki: https://github.com/jhaakma/ashfall/wiki
Although I will say it’ll likely never have crafting
since we already did that
It hasn't been edited since 2020 though
That's fair lol
Also, I know Soltha's weather pack is used by a lot of people but ngl I'd love to see your take on a similar concept for SD
I can peek at the changelog for ashfall but yeah I’m big on not having any requirements, everything that requires another mod will be 100% optional
Got any progress on wetness hud display btw?
Yeah I might once the main weather module is done
It's one of those things where I think most people have OAAB and TD installed anyway but it's nice that those aren't required. Keeps the mod very lightweight
yay more bars!
me like bars!
There are a few options but tbh I like this one the most, I was going to do a Velothi icon since I already had one picked out but this is just 
It does look clean
I didn’t think ownlyme ever wanted to add another bar UI after the trauma from the temp bar but here we are
Who designed the velothi icons btw?
Me
I did all the icons except for like 2 of the modern one haha
Yeah they came out well
I only wanted the Daedric and velothi tbh but ownlyme likes icons in a very particular style so I made those specifically for him, didn’t expect them to be popular but I’ve seen a few people with them
DEMGongOfFire 😋
Isn’t it just Velothi and Modern?
Oh but yeah I forgot to mention, not having these as a requirement means that you can run it even on a Gameboy 
There’s Daedric which is just Daedric letters
That doesn’t seem to be showing up in my settings
The fuck lol
Yeah … someone did a MR on some code for detecting other water sources and it was good but I was a little sus to say the least haha
Blurpanda plays Morrowind on a Gameboy haha
But why
No idea haha
But yeah the performance is a little sus with the current UI but ownlyme did a ton of performance tweaks and now it’s
(in a good way)
That’s wild lol
I’ll put out the update either later tonight or tomorrow, kinda don’t want to do it tonight since it’s late for the Europeans
But I also don’t think it’s necessary for people to download an update right away unless they’re having significant bug problems
1:30 for GMT +2
Also unlike ownlyme, uploading is my least favorite part of making mods
Having to update the readme, mod description, etc is unpleasant to me although he doesn’t do any of that with his own mods lmao
uhhhhhh 
Yeah the wetness formula is currently ... wonky haha, it's fixed in the update
So I've completed an excursion to Kogoruhn
Tried sleeping for 10 hrs multiple times with no avail - tiredness got stuck on 67%
And after drinking regular bottle of water I started to melt

No errors and I don't think I did anything unordinary in the last few hours
You have a thicc modlist right?
yeah, around 750 mods
Word I'll check it out, there were a few weird bugs with the abilities not updating properly for some reason
At least 2 of them were fixed with the update but I'm not sure if one of them is causing yours though
What does eating hackle-lo do for you? I can give you the item code if you want
Doing reloadlua and sleeping for another 10 hrs unstuck the tiredness and reset my temperature
gimme code
player->additem ingred_hackle-lo_leaf_01 15
Obviously a very ... bandaid fix but just in case it happens again before the update haha
So what, you went to Kogoruhn, drank water then slept in Bal Isra ?
Interesting
Loading a save when I took a nap first time has stuck tiredness too
Hmm
Yeah I think there was a fix for an onLoad and onSave problem
We've consistently had problems with that although it's different each time <_> every time we fix one of those, something else sometimes gets weird
went to Kogoruhn
drank a water from abnormal sources (those screenshots)
activated cooking gong a few times
went to Bal Isra
slept (no tiredness update, other needs probably too)
drank water (templerature got comically high)
Very weird
Actually
There might not have been any immediate errors, but at the very top of the reloadlua you did, when all the lua mods load/initialise, there might have been an error in sd_p.lua but it can get buried under the walls of messages especially if you have debug level trace enabled
as you probably saw haha
Done
Didn't notice anything
Maybe it's already gone, but I didn't see anything (I have default debug level)
Also this update will have some warmth value for stew and food
Not everything because uhhh there are like 2000 items I need to go through but at least it will be implemented
Nice and thicc changelog
Why does chopping down trees increase my Security? 
Kinda hard to tell with that although we could detect if it's near a heat source maybe 🧐
I'll also politely ask to add this furnace to the whitelist pretty please :3
I checked and I think hovering over the fire in that should work
Although I can give you the line of code to edit if you want to add the hearth to it rn
Nah, I'd prefer to see it in the official release
Yeah sure np
Doesn't seem to be the case
Though inside the furnace there's a separate log object
I guess the furnace. It both makes sense and is easier to select
This and Maar Gan Ice Cave (
) are the only new bugs I've encountered. Definitely enjoying the mod and it complements Hunterwind well. I find lack of portable bedroll disturbing, though. The mod works without it because you can rest in the wilderness even with that -50% penalty to tiredness restoration but it's weird not to have a portable bedroll option in such a mod.
Great to hear those are the only bugs you've had although there have been a few more you've managed to avoid <_> such as what sov encountered earlier although for some reason I've had a hard time replicating some of these
but thankfully nothing critical other than what you had when you first installed it
It works well except creatures spawning in cities. What else is there to add?
I like it I just think it would be cool to see how hyacinth tackles the same idea
Especially with the detail he put into climate zones
Also figured the portable bedroll would be better covered by the camping mod but since you want it so much I don't see the point of not adding it haha, it probably won't be in this update but will be in a near-future update
And how it would interact with needs
were you planning to make a separate camping mod?
I only mentioned new bugs as I guess you will fix Balmora FG Ice Cave 
I do think a bedroll would complement the fire building nicely
Yeah I fixed that in this update haha
That will be part of dynamic needs
Gotcha
Weather interacting with needs will be in the weather module but yeah I'd want to check out soltha's weather mod more before thinking about doing a kind of "weather overhaul", I'd probably make that a separate module as just an option
Weather will affect needs then
Yup
That would be cool
And racial abilities
Cool
Tbh the only reason why the weather module hasn't been released yet is for the UI
it'll be a new UI independent of what's already there and I'll probably be the one doing all the programming for it since ownlyme doesn't like what I have planned haha
What do you have planned?
That mod is part of the modlists and it has things one can expect like blight disease caused by blight storm. Not really an overhaul, more like an addition.
It'll be similar to the legend of zelda botw/totk weather widget which some people probably won't like, I'm not sure if ownlyme will do a different one but it'll just be optional
I don’t hate that
Yeah ownlyme has some ideas for the creature spawning, that would be an optional thing of course but he has some ideas on how to improve it and not make it as buggy haha
Yeah I disabled the creatures
I like them a lot but I agree it can get a little silly
But there are a ton of blight weather mods that I'd want to consolidate, that might be a separate module too though
Weather apocalypse mod 
It also makes it so the blight storms get worse as the story goes on
When I hear Zelda I immediately think of this cartoony art style so if it's anything like this I guess it will be turned off in my game 
I think he means functionality wise and not design wise
What sort of ideas do you have?
It's the one in the bottom left
Yeah it's nice. I'm not doing the MQ so it's just getting worse although looking at the readme it's not terrible because cap is 25% when reaching 500 days
Wouldn't include the time, just the current weather and next weather though
What would it be used for?
To display the current weather and next weather
To know if an ashstorm is coming up for an example or if it's currently raining and will clear up or turn into a storm, etc
Cool
I still think it’s cool
I liked that a lot, helps you prepare for the next weather
I'm not saying it isn't. I said it's nice 😄
Oh gotcha lmao. Misunderstood
It’s also kinda immersive because it’s like watching clouds roll in sorta
Yeah it can be fun although weather changes rather quickly in MW so not sure how useful it will be.
Yeah and the weather API allows you to see the next weather which is nice so it's not crazy difficult or anything
Also timehud will get an update for sun's dusk integration which will allow you to hide that hud indoors
Weather hud?
?
Weather hud will be in Sun's Dusk probably although adding it to timehud would be significantly easier but yeah I could also allow that to be disabled indoors
Hiding weather hud?
Although I think it would just show interior weather indoors
No real weather in interiors unless we count Mournhold
I think interior weather exists but not entirely sure

This is a vent but I love when ownlyme sends me an "updated" version and the first thing I have to do is debug

My coworker does this all the time. He straight up doesn’t check his code lmao
Drives me crazy
I genuinely think he doesn’t know how to test run his code
But it’s all good haha, everything ends up working out in the end
I meant my coworker to be clear haha
Like they always ask me to test run and bug fix it
Oh gotcha haha
Yeah so I don’t think he’s ever test run his own code lmao
what if chopping trees aggroed nearby spriggans
Fargoth doesn't like it
I will give you sth more radical. What if chopping trees lowered axe's durability? 😮
What if chopping trees with your hands was impossible? 😱 Could we handle such extremism?
agreed. chopping trees with a combat axe should be ruinous to its condition. the edge architecture is all wrong for woodcutting
It would be hilarious to tie it to greenpact, you'd have to add burning bones in campfire
Oh that could be a good hunterwind crossover 
In the update it’ll aggro people if you chop a tree down inside a building 
Definitely wouldn’t be difficult to do spriggans
In the update it’ll only be axes i think
challenge mode: 1/1000 chance that when you chop down a tree a spriggan pops out and attacks you
lorax style
What if spriggan corpses could be turned into campfires
challenge mode: when you cut down a tree, there is a 0,01% chance of an assassin spawning and saying: Fargoth says hello.
challenge mode: when you cut down a tree, there is a 0,01% chance of an assassin The Lorax spawning and saying: Fargoth says hello.
But yeah it’s more of a thing that the only way you’ll be able to cut down trees is by wacking them down
Knowing ownlyme he’d probably decrease durability with each hit or something yeah
But just doing onHit with a tree is impressive haha
for sth like this
Would the axe just need to be in your inventory or equipped?
Or will you have to physically chop them
Equipped because yeah you have to physically hit them
Oh hell yeah
do you get axe skill xp for it? (i think you shouldn't)
It should level strength if anything
oldschool runescape player detected
Literally never played it lmao
oh. well it has Strength as a skill
you get strength xp for doing strengthy stuff (dealing combat damage, mostly)
Ah gotcha. I was making a joke but I wasn’t referencing anything specific haha. At least I don’t think
I have a very small nitpick…
The capitalization of the various prompts is kinda all over the place 😅
“Cook”
“refill water”
“Chop Wood”
“Add more Firewood”
“Light the fire”
Yeah you do since tree cutting scales with your axe skill
oh, if it scales with skill then yeah i agree xp makes sense
is that a new version? Any changelog? What should be tested?
mainly the woodcutting, maybe some locations are hotter than before besides the new effect of fire weakness
What changed with the woodcutting? And which locations are hotter
You guys are both sorcerers idk how you do this stuff so fast and so well lmao.
Froze my Redguard ass off in Nivalis
. It's good having to prepare for visits in some regions.
What was the temp 
I just woke up to the thicc fix list, I’ll write up the changelog here shortly
-14 when stabilised. Sometimes -6-7. Sometimes -22. Wetness contributed a lot.
Hmm
Stew factor as well
Nivalis should be warmer than that since it’s a city
Ah, it was next to it
Sigh
Ohhhh
Yeah
It gets warmer the second you hit the city gates
Outside of nivalis expect below freezing 😄
The Telvanni shroom towers are also magically enchanted with warmth
About -8-9 there IIRC. That was final temp, though, so wetness/wet clothes and stew included. Wearing Colovian Fur Cap instead of Gondolier Helmet gave me +1.5 
Hahaha that’s funny
I put gondolier as special for hot management but not sure if it should be better than the fur cap
For cold? It should be worse and it was
I will probably wear more fur next time. I'm just a humble pilgrim. Don't have much. Faith keeps me warm.
Only wearing clothes will give you more of a bonus than the fur cap will
Although maybe I should exclude light armor helms since “cloth” helms can only be light armor
Fur was better than Gondolier Helmet (it's Medium btw) by +1.5. I didn't wear any other armour. If wearing nothing on the head would have been better than wearing Fur Cap, then that needs to be changed, haha. It doesn't make sense to expose the head. Even more so as a Redguard. Maybe Nord would be fine.
It’s a “mage” kind of bonus until perks are added, that only wearing clothing gives you a kind of magic bonus although it also works for pilgrims, so armored helms shouldn’t be covered
But since there are no cloth helms in morrowind and any modder who wants to add a kind of cloth helm has to do it in light armor, it should be ok to wear light armor helms
Note that every cap or hood will technically count as armour
Yeah because 
So head slot is def a special case
Yeah not difficult to add
Then your gondolier helm and fur helm should keep your magic bonus 

Almsivi give you strength
Gondolier is Medium Armour btw. Don't know why. Seems light. However, it should def be exempt as well. It's hard to call it armour
How much armor does it give?
For me? Almost nothing
I mean like what’s the armor stat on it
Need to check
https://en.m.uesp.net/wiki/Morrowind:Base_Armor#Gondolier.27s_Helm in Vanilla it's 1 AR
This is a list of all base, unenchanted armor in Morrowind, organized by armor skill. For additions provided by the official expansions, see also Tribunal:Base Armor and Bloodmoon:Base Armor. See also Morrowind:Armor, by Body Area.
Note that the Enchant values shown here are as used in-game. The construction set uses these values times ten for ...
Yeah, it's shit. It's pure drip.
Medium armor, 1 rating
Makes sense 
But yeah I’ll just do if you’re wearing an armor piece or 2 that that’s <2 then you still get the bonus, although like I said with perks this won’t be a problem
Since some “cloth” pieces replace shoulders as well, and some backpack mods do too I think
Sounds ok
I think it may be the worst helmet in the game stat-wise
. Looks great, though.
Aura farming
btw for the helmet slot that doesn't seem enough if base AR is the only factor. I mean, Nordic Fur and Colovian Fur Helmets have better AR than the shitty Gondolier Hat, but they are definitely more suited for cold weather.
I’m not talking about that, this is a completely different mechanic
hmm
There’s a frostfall spell + perk for mages and unarmored that I liked but don’t have the means to completely implement yet, so this is the next closest thing
But circlets/cloth helms don’t exist in vanilla morrowind which I didn’t account for
yeah
as for that "mage bonus"
frankly, it only makes sense if you use Unarmored
so if anything, it could be based on skill
Although I realized that it’s possible to do those spells now
Nah I’m not basing armor effectiveness for weather based on skill
not armor effectiveness
a naked Nord berserker with 100 Unarmored would survive the cold. Some random ass Dunmer wouldn't handle it with some clothes or a naked chest 
Well yeah that’s how racials are accounted for haha
Just checked. ATM wearing nothing on the head in Nivalis is better than wearing Colovian Fur Helmet or Gondolier's Hat. This isn't logical.
Not sure whether this was reported
Well well well…
My favorite example of this is still the inkwell I found lol
I just like the image of a Nerevarine that’s so thirsty that he downs an entire inkwell in front of Almalexia’s royal guards
That’s correct and intended behaviour like I just wrote haha
Yeah that was fixed with 1.3 haha, kinda wanted to leave the Daedric helm in though
The Daedric Helm?
The Daedric face of inspiration helm has an ID of daedric_fountain_helm so I just imagine asking the Daedra whose soul it belonged to for a sip 
I love that lol
Yeah I kinda wanted to keep it in but it was easier not to
Fair enough

The have a fire atronach there, it's balanced 
Finally. A truly god-like character.
I was thinking the same thing 😂
Wha.... what is this?
IT'S WATER IN A BEER MUG
That does it. I'm tolerant but this crap is unforgivable.
I'm quitting the game right now.
1/10, will never play again
||🤡 ||
Swindling outlanders is good practice
It was a damn Redguard!
I'm refilling my bottles from the lava pool
It would be kinda cool if tankards/mugs only spawn sujamma when they do spawn with liquid in them
this is even beyond my levels of perfectionism sry
All good lol
Hyacinth said you wanted to add calories lmao
also atronachs do shit now, enemy atronachs ignore your feel-good temperature
i wanted to add keto diet and weight
That’s insane but I love that
i wanted to add the properties carb ratio (% of calories that are carbs) and calories to the food items
there's more interesting features to work on though
would you guys like the new woodcutting mechanic in simplymining too? or too tedious?
Cups and mugs have the highest chance of spawning sujamma 
I think that food/hunger values are good enough. The important thing is that food items are not the same. Dynamic needs are more exciting 
Yeah that would be cool. I love any way of using tools ingame
As it should be
sparkling water
Hello! I noticed a strange thing, after I lit the fire, and it went out, the sound of a burning fire is still heard.
Waiting and moving to another location and back does not help.
There also a error report:
[22:11:52.728 E] Global[scripts/sunsdusk/sd_g.lua] onUpdate failed. Lua error: Can't remove 0 of 0 items [22:11:52.728 E] stack traceback: [22:11:52.728 E] [C]: in function 'remove' [22:11:52.728 E] [string "scripts/sunsdusk/sd_g.lua"]:169: in function <[string "scripts/sunsdusk/sd_g.lua"]:37>
Can I make a suggestion regarding Sujamma? 😅
Ok great, thanks for letting me know :) I’ll look into it
Sure, what’s up?
Idk how complicated this would be to set up but I feel like, from a lore perspective, the large kegs in the basements of some taverns (and maybe even the small ones behind the counters but I like those being water), should be filled with Sujamma.
However, obviously this needs some limitations. A fee would make sense. I think it would also make sense if you could only refill open containers like mugs and tankards from kegs, which makes sense since that's usually how kegs are used. This would also prevent you from bottling a ton of sujamma
There could also be a limit on how many times you could use them with a cool down. Maybe the publican "cuts you off" after a certain point.
Hmmm
I’d say yes I’d consider doing something like that but imo anything could be in those kegs and I’ll also be spawning more kinds of alcohol like flin
I just realized that going into a tavern basement and they have several large kegs of water doesn’t make sense
True! They could be water
But i also feel like they wouldn’t have 4 full kegs of water lol
But I also think that’s a BCOM thing because there aren’t that many kegs around in vanilla
It would be cool if they have a random chance of being Flin, Sujamma, Water, or shein
Ah yeah it could be
Would still be a cool and lore friendly feature 🤷♂️
Yeah maybe, this would certainly be easier to do
Up to you obviously. Don do it if it’s a pain in the ass
Not for this update but I’ll consider it in the future
I was just thinking there should be some sort of limitation if they end up having alcohol
And only being able to fill open containers made sense to me but like I said, idk how hard that would be to set up
But also anything related to alcohol could even be its own module
But yeah I’ll think on it, definitely not a bad idea
I can’t wait to see what you two do regardless lol
I think mazte or flin are more like a beer type drink where sujamma is closer to vodka maybe jaegermeister 🤔 so it wouldnt make as much sense ti have barrels of it
and telvanni bug musk is just fermented bug juice
because eat bug drink bug
if it was vodka, it would inflict blindness too
does flinn count as common drink?
Flin is foreign
oh
it contains more water than the blood of men
definitely more of a jaegermeister then 🧐
Yes but good for mages 
flin is budweiser
without the DD's alcohol mod, there is literally no penalty for drinking Flin. It's just good.
it's whisky
pah!
But yeah I’d dive into the kinds of alcohol and stuff because some of it is local fermented stuff so it would be like beer or wine, anything from comberry gives me wine vibes
But there are whole Reddit posts dedicated to such things
yeah i think shein is their version of white lightning
I think people say sujamma will knock you out so I’d say it’s like tequila, vodka or rum
What makes you strong but stupid 🧐
"The local Dunmer liquor, sujamma, is extremely potent, and indulgence results in elevated spirits and diminished mental faculties. Has a kick like a guar -- very strong, and just as stupid."
greef is bud
because no one having self-respect drinks it
True
you are all probably thinking about that shit the Americans make
because Czech version is good
Hahaha nah I got it
we don't have it in Ukraine
we have a lot of our own brands though
I don't think so. Seems too strong. I think that Nords would handle sujamma.
Nords need to water it down 
it's probably 30-40%
fireball?
Whiskey maybe I guess
(I don't know alcohol at all, guys)
anyway, we don't need to come up with this
we have MW versions
they don't have Scotch
they don't have the "bud"
but who the fuck would drink Mazte?
Simperials who can’t afford flin
they have Cyrodiilic instead
That good shit 
"Mazte is a local beer brewed from fermented saltrice. Cheap, plentiful, and invigorating, this beverage is very popular, despite its dulling effect of wit and judgement. For the price, folks are willing to feel dumb and weak-willed, so long as they feel really strong."
shit stuff
There’s your bud haha
rice beer, sounds pretty rough. iv had something like that, its heartburn city
"The native comberry brandy is locally called greef. Greef is a strong stimulant, but like all intoxicants, it tends to impair physical coordination. That is, it makes you feel real strong, but makes you clumsy."
it causes a lot of grief
I guess
Would be similar to sake I guess but much worse haha
"The native comberry wine is locally called shein. Shein is a strong stimulant, but using it results in impaired judgement. You may gain a lot of endurance, but you won't be very smart."
so we have brandy, whine, beer
and sujamma is the strongest
so vodka-like
nah, Dunmer don't really seem all that rowdy
they are rather serious
most of them, at least
Could probably make a comparison between the great house politics and the Balkans 🧐
What did Todd mean by this
I bet that Redguards and Nords are usually a lot more fun in the taverns than the Dunmer
there is such a thing as a dour drunk
I mean BCOM adds skooma lounges, idk if they’re in vanilla haha
oh, yeah, it sounds like a thing that Dunmer would do
Certainly don’t see that in Skyrim
i can see them all sitting around angrily drinking vodka and complaining about ashstorms
obv skooma is being used as smuggling is the most lucrative activity on Vvardenfell
"Ashstorms are a nuisance"
shes not hard to look at
but yeah, Dunmer probably tend to be the boring, grumpy kind of drinkers
no fun at all
Even have the thieves guild quest for Balmora Blue in Skyrim, so dunmer are good at doing that shit
ashtorms, blightstorms, curses, all the Temple-based piety
while Nords and Redguards are the kind of people you would have fun with
(although it could end in a fight)
Yeah but seeing that there are a ton of different kinds of alcohol there has to be a strong brewing culture
that's because every nation on the planet drinks
as it's the same in Tamriel
I bet that even the Akaviri drink some shit
i bet bretons get all maudlin and weepy
Yeah but seeing that there are a ton of different kinds of alcohol there has to be a ||strong brewing|| culture
☝️
Yeah and Skyrim has like … a few kinds of mead ? I forget
Mead ofc
mind-altering substances 100%
fermented monkey brains
But yeah if someone wanted to do an alcohol module I think all the API is there for it but it probably wouldn’t be difficult to add stuff to it from our end
Need to write up instructions on how to make modules sometime
you know what
brewing industry
invest in your own tavern
hire people
secure supplies
Haha I’ve thought of mods like that and tbh I’d love it
ikr
so much quest potential
Could find one of the inns that has no publican and replace them 
hell, other publicians could start treating you differently
Competition
some would refuse service if you were doing too well, lol
i think i saw one but we need more open ended career choices in the game, as the world keeps expanding theres more opportunity for that kind of lifestyle rpg gameplay
Yeah and there’s also farming and goatherding now so why not
Altmer are probably arrogant and annoying... oh, wait... it's just their base form
they don't even need to transform
I nerf them a bit in the racials haha
people probably hate the Altmer because of Skyrim, lol
I've just remember that Oblivion had Mannimarco
and he was some sissy Altmer
like wtf
they've always been elitist and pompous though. the voice actors defintiely play them like that anyway haha
he was like some kind of wierd half altmer though wasnt he? that voice though
HE IS DAEDROTH
yeah morrowind does give them a different spin, i found myself digging a few
Arrille is probably an NPC that most players like
he's the second person who doesn't spit in your face after leaving the census office so that helps
depending on your choices
Oh I do
Strongly
Bad memories of Qorwynn
You are a Dunmer nationalist. I wouldn't expect anything different 
Dunmer don't like anyone. Even other Dunmer.

Blessed and almsivipilled
I genuinely have no clue what the different alcohols are
There’s even a nationalist nerevarine mod btw
Haha
Because why do I have to work for a simperial spy
yeah that looks cool, i want to do that next playthrough
Yeah I’ll be doing it my next playthrough too
nice. alice makes some dope stuff
Although I just realized it might cause a problem with lucid dreaming 🧐 might have to patch that
I thibk that out of all the races, Redguards and Bretons are the ones that Dunmer have the least problems with.
I have a mod that makes it sound like an atomizer which I then modified to make it make a dripping sound since it’s described as more of a thick pa st e
redguard HATE undead though so i dont think its mutual
My friend bought this rice based liquor once and it was so nasty. He kept drinking it and said “it’s not that bad”.
The rest of us only did like half a shot to try it and it tasted disgusting and burned
Dunmer hate the undead as well. Hate necromancy. ||Just not when they do it.||
What might?
That describes a lot of Morrowind
Lot of unspoken hypocrisy
The Morag Tong is bad but like… 🤷♂️
The nationalist nerevarine mod, it gives you an alternate questline but doesn’t change the quest IDs so that it doesn’t break your game
I didn’t see anything
That wouldn’t play nice with lucid disturbing dreams?
But that means that any mod that reads main quest journal ID statuses/completion also wouldn’t work since those quest IDs aren’t being completed
Ohhh
Gov approved assassins so we treat them as good and honorable 
I also recently remembered that the Thieves Guild is an Imperial guild lmao
I mean it’s not an incompatibility and wouldn’t break your game or anything, just that lucid dreaming wouldn’t be activated
I thought I was crazy until I googled it lol
Look at the Cammona Tong 
Way worse
True
Hyacinth did you say you have plans to implement your own version of drunkenness/alcoholism?
or is it something you were just kind of considering
Yeah eventually, it’s kinda low on the list but it would probably be better than immersive/devilish alcohol since I have a database for all the alcohol in all the mods
Just doesn't seem that important considering other things on to do list 
Yeah for sure haha
What's up next if I can ask
Weather, cooking overhaul and dynamic needs
What will the cooking overhaul entail? 👀
Hardcoded recipes, more fire/frost shields and resistance, a few other things
Hell yeah
its so good exploring dwemer ruins with SD, i burned to death trying to unlock a chest. really feels like a properly wierd dangerous place
found two full goblets of sujamma just next to some ghosts in the deep levels 
Suspicious sujamma haha
i dont know how long its been there but seems good 👍
I'm reminded of that scene from Down Periscope where Buckman is getting yelled at by Pascal over expired food.
Buckman: "Whats the matter sir? 'still tastes like cream corn"
Pascal: "Except, ITS DEVILED HAM!"
Buckman: "...that could be a problem"
I put these in other channels but here's a flame atronach warming you up and also taking damage on red mountain until equipping heat-proof armor
Do you always play in TPP?
Not always but I like to for showcases
im getting this error in the Balmora FG
"scripts/sunsdusk/sd_p.lua"]:396: attempt to index local 'stormDir' (a nil value)
[23:38:52.576 E] stack traceback:
[23:38:52.576 E] [string "scripts/sunsdusk/sd_p.lua"]:396: in function 'job'
[23:38:52.576 E] [string "scripts/sunsdusk/sd_p.lua"]:848: in function <[string "scripts/sunsdusk/sd_p.lua"]:786>
[23:38:52.576 E] [C]: in ?
Yeah that’ll be fixed in this update although that’s not a problem with Sun’s Dusk 
There’s something buggy about interior weather, like sometimes when you go from an exterior cell with a storm to an interior cell, you’ll still have that weather, you see it with other mods that add debuffs to weather and such as well
Since there is no real interior weather, why not just turn off the effects in interiors (not Mournhold fake exteriors but standard interiors)?
What do you mean, like remove interior temperatures ?
Or just weather effects in interiors
This. I mean, there are no blizzards or ashstorms in caves, homes etc.
Not really
Temperature is ok. It works except for some strange ice caves which I reported 
That’s a question for Todd, not us haha all we do is detect the weather
You can make an interior check, I guess
.
You can even quaziinterior check to cover Mournhold too
The reason why somebody goes indoors during a blight storm is that their wants to protect themselves from it
So getting weather effects in a house because of some Toddism is not good
Will this mess with Dynamic Sounds?
The interior weather ? I'm not sure since I don't have that mod installed, but all Sun's Dusk does is read the current weather not change it or anything
@warm saddle Hey, I had some time to work on Light Hotkey today and added the player event on light equip (that doesn't do anything in my mod, but I assume you want to intercept it). Can you please tell me if this is what you had in mind? https://gitlab.com/modding-openmw/light-hotkey/-/commit/605fed48bacbd5556e6afaba54a7630cafd56a35
Yup! Also I think I found a way to check if it's equipped from the keybind or not even without the update, I ended up taking a different approach and checking for the keybind being active instead 😅 but this also helps so thank you bunches!!
I see. I'm actually switching to the inputBinding renderer to support gamepads in the next version so maybe I broke your solution 😄
Sure np! I'll keep an eye out for updates since I use that mod as well and recommend it haha
It works with the current version of Sun's Dusk but that's because there's a check every update for equipped items which is a hit for performance but doing this for torches wouldn't be too much of a problem at least, worst case scenario
Do you plan on making certain food additionally decrease or increase thirst? Just a subtle thing for immersion, rather than real utility. For example:
- Ash salts -> +thirst
- Saltrice -> +thirst
- Void/fire/frost salts -> +thirst
- Scrib jerky -> +thirst
- Small/large kwama egg -> -thirst
- Coda flower -> -thirst (it's a fruit)
- Ampoule pod -> -thirst (it's a fruit)
Hmm that's possible, I have ash salts and other salts increase thirst when cooking but not when consuming normally 🧐
Although if you really wanted you could do it in the .txt, though I'd recommend waiting on that since the txt is getting a little update
Nice idea.
oooh
tea is canon in morrowind :0000
Skyrim says canis root tea as well haha
Tea Mod vindicated
there are even teapots. Might be OAAB, might be TD. Don't remember. Frankly, at this point OAAB/TD stuff feels like canon 
Current canon status: TES 3 - core. Tamriel Rebuilt and Project Tamriel - extended universe. TES 4 and TES 5 - apocrypha.

Imagine creating a project so well developed and beloved that everyone just kinda considers it canon
Another example
I’ve been seeing more and more people recommend OpenMw lately
I know MickyD uses it exclusively
It used to be “if you don’t care about mods, use OpenMW”
Because the main thing MWSE excels at is their mod catalogue
Idk if that’s the case anymore. There’s a few things but OpenMW is catching up fast
But now with lua improvements, ho ho, it's not a monopoly anymore
Joy of Painting is a big one
Ultimate Fishing
That one would be cool
Is that not possible in current OpenMW Lua?
Today I learned mgexe doesn't support parallax maps, which is a bummer
Most likely this
What are those 😅
Oh gotcha
Tbh I really really want to see character backgrounds and chargen scenarios 🤤
That would be cool
I’d love to see more of the MM mod series adapted to OpenMW
Whazzat
Magic Mechanics
We kinda already have enhanced detection via HUD Markers
Enhanced Invisibility was also ported
I think most magic improving mods should be somewhere on the horizon too
I think a lot of these are possible. I know the Telekinesis one is since it’s basically just Shop Around with a visual effect
No, not improving
Expanding
You already have Lua Physics :)
That’s not what that mod does but true lol
It just adds a visual effect to Telekinesis spells
I’d like to see MGEXE do that
It def is haha
Especially with my vectors 
sun's dusk fishing module when?
Someone could even do a fishing module for Sun’s dusk
you owe me a mazte
Hmmmmmmm
You say this like it's something you've already thought about...
No but the fishing pools wouldn’t be different from the temperate spots
Do you imagine it spot-dependent and not "any water body"?
Ah, it would be useful either way. For different fish distribution, for example
That would be pretty cool. That feels like a separate mod though
I wouldn’t be mad if that got added to Sun’s Dusk though lol
I mean it would probably be any body of water, just different kinds of fish in each one
Could probably do things with the aquatic water life mods too, I forget what they’re called but I have a few of them spawn
The same system will be used for salt vs freshwater btw
@warm saddle remind me, what's on your (and ownlyme's) current roadmap?
Yeah it would be a separate module although anyone could make it
- Weather, cooking overhaul/improvements, dynamic needs
- Skills + perks and reworks for some of the mechanics that’ll become perks
- Alcohol, disease, bathing, tea
The things in each number would come out at the same time or around the same order, just not sure which I’d be in the mood for first
Idea for the disease module: being in underworks/sewers increases chance of catching a disease
Although I’ll write up instructions on how to use the API if anyone wants to create anything more like camping, fishing, etc
Rentable Estates for NWah Tenants
It would basically be apartments of Morrowind but the houses are rentable so it’s a gold sink
I’d also wanna incorporate some fun eviction mechanics
S3ctor had some cool ideas for that
Would it be something dynamic or it's own .esp plugin?
I’d wanna do as much of it with Lua as possible
Might need an esp for some things but idk yet. Still kinda getting a grasp on lua in general and openMW lua
I'm just curious if the mod would add the houses themselves? For campatibility and preference reasons
You could do that with the Sun’s Dusk API but probably don’t have to xD
Oh gotcha no
(Apartments of Morrowind goes a little overboard with amount of houses)
It would be like apartments of morrowind where it only uses houses that are vacated during quests
Yeah could probably just use apartments of Morrowind or the new one for that
the new one sounds interesting
definitely will use it on my new playthrough (once it receives a BCOM patch)
What’s the new one?
But yeah the idea is I wouldn’t add any new structures or NPCs for compatibility.
It would use houses that are vacated as part of quests and then let you rent them from another existing NPC. Whoever would logically end up in possession of the house ig
Cool!
And then if you don’t pay rent on time you get evicted
I wonder if you would think of some dynamic gold sinks for strongholds
Making certain services rentable insted of the building being rented
S3ctor had an idea where some of your high value items get auctioned off to people in town and then you have to go out and try to get them back lmao
Or maybe you have to pay the guards and workers there
But what will they do there aside from just roaming around
Yeah exactly
This idea mostly came from a desire for:
- Simple house mods that don’t add anything OP
- A money sink
- A house mod that doesn’t add new buildings to ensure compatibility.
It feels like a lot of house mods add weirdly overpowered stuff. Like a teleport amulet or a full sorting system. Or it’s a huge mansion with every room you can imagine
Maybe
- enchanter
- guild guide (since each stronghold is located way too far from any civilization)
- smith (for repairs)
- alchemic (he would bring you ingredients each X days)
I also like the idea of the house being empty of clutter items like candles, cups, etc so it would force you to decorate it yourself
That’s a good idea
Maybe guards for a symbolic price, so nothing from your stronghold wouldn't be stolen 
A dynamic theft mechanic where high value items randomly go missing
Ends up in a nearby bandit cave
Uvirith’s Legacy has some which are cool but that mod has a lot of edits
UL is basically my favorite MW mod :p
I haven’t gotten a chance to play it properly yet
It’s been on my modlist for years
Yeah Building Up Uvirith’s Grave has all of these haha, BUUL for both
I just usually never get to that point lol. End up screwing around with other stuff
Ah, that's normal
Yeah especially with TR updates lol. I wanna check out the new stuff!
I’m so happy we have some proper needs mods for OpenMW with this and DN.
I tried a playthrough with some of the older OpenMW compatible needs mods and it ended up feeling more annoying than immersive
I just abandoned my current 43hr character simply because I got tired of how wide my orc character looks. And also I've updated way too many mods and got lost in them. And also blunt weapons are ass
Valid lmao
Right before I looted Keening 
Btw the Sun’s Dusk update is done, it just needs to be properly stress tested but should be good to upload tonight or tomorrow
awesome!
What’s in this update? 👀
I keep saying that but that’s bc I kept finding more bugs x.x but I think it’s the largest update yet
Thicc ass changelog
Bigger than temperature?!
Wetness and woodcutting overhaul and a big performance overhaul to make it more lightweight
Is new woodcutting mechanic coming to the Simply Mining too sometime in the near future?
Did you add climate change?
I think he wants to but not sure if he’ll get to it haha
Nah haha
Smh my head
What changed about woodcutting if I can ask?
You can only cut wood by hitting it 
Aw hell yeah
It's a revolution, Johnny!
Do trees grow back or has that not been added yet? 😬
Yeah that’s added as a setting
If anyone wants to help me test it’ll go by faster, I have a checklist 
I’m working but otherwise I would
All good haha
On the 'refill activator' mechanic, I am noticing that TR has things called aquaducts and they are used in areas/ways they have no water—like structurally
Raathim Ancestral Tomb, Hall of Kings Past for example
fuller spatial context
Hmm I don't remember adding aquaduct to the tags but I'll take a look
People talk about magic dehardcoding all the time but I haven't heard anything about progress being made here

I don't even know whether it's actively being worked on or whether it's sth on a long to do list reserved for distant future
Noted
It’s a bit more complicated than people expect but also even when it’s dehardcoded there will be a lot of glitches to work out, so people probably won’t be making mods for it for a minute
I can wait a minute
done

It's been there since a long time, but more or less active. Check the comment dates here:
https://gitlab.com/OpenMW/openmw/-/merge_requests/4533
Looks like there aren't any bugs so the update will go live soon 😎
Hell yeah
Huge changelog :') gonna take me a bit to write

Changelog v1.4
Features and Changes
Wetness
- Torches now gradually dry you off over time.
- Fire damage dries you off: 0.5% per damage
- Humidity is now approximated based on climate and time of day, effects drying time
- Light armor is generally very waterproof (except fur), medium armor is decent, and heavy armor is poor at keeping water out
- Spilling water while jumping now cools you less if you’re already wet, instead of stacking free cooling
- When near lava and protected by wetness, there is now a 30% chance per second to flash the vignette and lose 0.5 Health,
so the protection into a risky tradeoff rather than a free shield. - Added umbrella support-every equipment piece has slight water resistance
- Fire Shield dries you at 1% wetness per second instead of instantly setting wetness to 0
- Fire damage also dries you at 0.5% wetness per point of damage.
- Improved rain cooling formula makes being out in a downpour feel more distinct from light rain
Woodcutting
- Woodcutting now uses attacks instead of activation
- Axes are the best for cutting wood, strength and axe skills reduce cutting time
- Trees in Raven Rock are now choppable and have a chance to spawn Spriggans
- Woodcutting now grants appropriate skill experience
- Chopping trees indoors will now aggro NPCs within a radius of 50 because people don’t like surprise lumberjacks in their houses or the Balmora Mages Guild
Temperature
- HUGE improvement to Vvardenfell, Cyrodiil and Skyrim exterior temperatures so that they are actually sensible
- Mournhold is now an exterior
- Storms affect temperatures
- Rain cooling has been improved to feel more natural and consistent
- When the weather transition value is below 0.5, the "next weather" is treated as the current one for temperature calculations, reducing weird mid-transition behavior
- Being in the shadow or using an umbrella cools up to 2°
- items can have a warmth rating now
- statics with justice, office and practice don't turn the cell into an ice cave anymore
- Standing in a shadow or under an umbrella can provide up to 2° of cooling
- Temperature sources now use exponential distance falloff, nearby fires are stronger and distant ones fade more realistically
Magic, Elemental damage & Temperature
- Friendly flame and frost atronachs are now supported to modify temperatures
- Fire/frost damage uses the average magnitude to smoothen the temperature
- Fire/Frost damage applied at temperature extremes depends more on max health
- Red Mountain and lava damage now ramp up more gradually
- Fire weakness effects that interact with temperature are now capped at 50% to prevent extreme swings
Magic, Elemental damage & Temperature
- Friendly flame and frost atronachs are now supported to modify temperatures
- Fire/frost damage uses the average magnitude to smoothen the temperature
- Fire/Frost damage applied at temperature extremes depends more on max health
- Red Mountain and lava damage now ramp up more gradually
- Fire weakness effects that interact with temperature are now capped at 50% to prevent extreme swings
- resistances and weaknesses give a small modifier to temperature
UI
- MAJOR HUD/UI refactor to improve responsiveness and smoothness.
- Added an optional wetness bar that pulses in the rain for extra feedback
- Added optional bar segments for temperature at thresholds
- Woodcutting UI has been updated and now uses a castbar instead of separate tooltips
- The temperature widget’s arrow now scales with the rate of temperature change, giving clearer feedback when you’re heating up or cooling down quickly
New Settings
- Added a °C / °F toggle for extended temperature bar with text temperature
- Color setting for temperature text
- Buff settings have been expanded to: "Buffs and debuffs", "Only buffs", "Only debuffs"
- New environmental settings : only buffs, buffs and debuffs, and only debuffs ; and trees not despawning
Cooking
- Intelligence, Short Blade, and Luck now all influence the Cooking skill
- Stews are only worth as much as the ingredients
Fixes
Temperature
- Fixed Dunmer racial bonuses so they are now correctly applied.
- Argonian racial ability in water is now correctly applied
- Fixed an issue where resistances and weaknesses could end up boosting their opposite element in some situations
- Equiping armor with cold resistance no longer produces an error
Other - Fixed a cooking raycast bug that could cause the cooking UI or targeting to behave incorrectly ; improved fire detection
- Improved refilling wells / kegs detection
- Companion buffs are now disabled correctly
- Log textures have been cleaned up and are now display correctly
What the heck is an umbrella in MW? 
Found out about the Complete Morrowind. Might be of an inspiration to some
https://max99x.com/morrowind/complete-morrowind
Though I guess it would be more relevant to crafting ideas than anything
😂
Thought that I missed sth
Anyway, update looks great 👍🏻
I don't see the updated mod on Nexus, though
Yeah it takes a few minutes to post
Well to actually show up
God I'm so glad I fixed those temps, it was driving me crazy
Let's just say that I had a very specific formula for falloff for all the Vvardenfell, skyrim and cyrodiil temperatures and when I did the TR temps, a certain someone didn't include an exponent that I used for all the other temperatures ... makes a HUGE difference and temperatures will feel much better and work as intended 🫶
Also, there was an update to the .txt documents so if anyone made any changes be sure to make a note of them, I can help compare if anyone needs help
New environmental settings : only buffs, buffs and debuffs, and only debuffs ; *and trees not despawning*
If I'm reading this correctly, does this mean you can choose to have it so statics aren't removed if you harvest a tree?
Correct
Disabled by default to appease ownlyme 🤣 but added by popular request
Thank you so much.
Yeah he added it before I did testing ofc but on my empty cfg I saw what woodcutting before looked like without graphic herbalism … big yikes
Also @rotund epoch I didn’t include this in the changelog since people will notice it anyway but cutting trees reduces item durability
Also @rough salmon I decided to make all the weather debuff mods obsolete bc our weather detection is better and we account for shelter
Great work, truly impressive how detailed it all is
i am frustrated how slowly you dry off, but i suppose thats realistic
Hmm I can maybe tweak some formulas, unfortunately I haven’t had time to really play it to see how it feels, only testing to make sure everything works haha
But now that everything is stable I’ll be actually playing the mod gasp and can improve on stuff :) wearing light armor and some of the special armor gives you wet resistance and you can dry off faster by getting near a heat source and/or using a torch, alternatively you can use a fire shield spell haha
great idea about fire shield, also is bonemold supposed to be that hot? its like 20F hotter!
If you’re in a cold environment, a full set of Bonemold should increase your temperature by around … 15-20 if you have a full set ? Also depends on your clothes and racials
It should do around the same if it’s hot asf out but reducing temperature instead
ah wait nvm yeah it went away after i slept and cooled off
I nerfed the temperature stuff for armor a little bit and I’ll probably adjust the formulas in the future but it’s mostly to keep you alive on red mountain and keep you from freezing in solstheim and the velothi mountains
im in balmora
Yeah you might need to re equip armor for the new formulas to take effect 😅
i think it was negating the cold that the wet and night was giving
anyway, fantastic work, its so incredibly detailed
Yeah for sure and thank you 😄
The new wood cutting is just 
Combine this with simply mining and crafting framework and this is basically Minecraft now
campfire lets you dry off like 50% per hour, its kinda ridiculous how fast you dry
make sure you enable the wetness debuff (in the temp settings):
"-2-10 speed and personality, +3-15% weakness to common disease and shock"
So sick! Thank you guys! ❤️🔥
I enabled it. Nice. I think that drying off could be a little bit slower. Not 10 times slower but maybe 2 times slower.
Enjoying the update overall
Stew value rebalance is nice
I went into a store soaking wet and was refused service
10/10 no notes
Unironically though. I used to work in a small store and if someone came in dripping wet, I'd send them outside lmao
Time for service refusal expansion. "Are you serious? You are making a mess here. Dry yourself first!"
“Where did you find those clothes? In a lake?”
That + FMI Service Refusal + Nighttime service refusal
“By the gods, you're half-drowned!”
stole it from dreugh 
Argonian shopkeepers: Ah, feels like home. Customer welcome.
“You're drenched, outlander. Find a fire.”
Unique ones for booksellers or clothiers would be cool too since it would make sense for them specifically to not want a soaking wet person browsing their products
oh, there's actually a line for that. “Marshbrother?”
"No! You will get my stuff all wet!" (-5 Disposition)
Exactly
Suran red light district unique response: "Oh. Wet already? I haven't even started yet..."
Increases your disposition with Crassius
"Oh, sweet pumpkin, you know how to get old Uncle interested."
Imperial cult unique poor PC response: "Poor dear. Here. Dry yourself up. Remember to stand near a fire." Cloth added to inventory
Have you no sense about you!? You spread puddles like a drowned rat!
muddy shoes
That too
detailed survvial mod for OpenMW
finally
the methodone clinic analogy for my Ashfall addiction
Happy to hear it
Sun’s Dusk won’t ever have mod dependencies so there won’t ever be crafting, at least as part of the main mod, but most other features can be implemented although that’s not what I’m going for
Though I thank Merlord greatly for his cell detection 
Btw @rough salmon did you want a bathing module?
Would be cool to have, yeah
I’m thinking about throwing a quick one together since I want to get stinkers out of my load order
Few ideas I came up just now
- dirtiness can vary based on terrain texture you're walking on (roads are cleaner, dirt is dirtier - stuff like that)
- interaction with containers in dungeons increases dirtiness (idk, they're probably dusty)
- taking damage increases dirtiness (blood, vomit, etc)
Good ideas yeah
This one will be super basic since I literally just want to replace stinkers in my load order but the one I eventually post on nexus will be much more developed
This is what I have so far:
- Must bathe twice a week, every day lose 1 stage
- Glowing, clean, dirty
- +2 personality 10% resist common disease ; +1 personality ; -4 personality 10% weakness to common disease
- Interact with soap in the overworld, tooltip: pick up, bathe (bathe only works when player is wet)
- Icon(s)
- Icon color/background and bg color
- Settings: static, gradual
- Must be 50% submerged or swimming
- Shift + click soak in inventory and drag to character to use soap without overworld stuff
- Go without bathing for a week or so to receive a random common disease
Really didn’t want to go into details to make a new settings menu so it’ll just be baked into that module lmfao
It also, I guess, would be just fine with getting it's own semi-transparent icon instead of a bar
Yeah it would have an icon
Interacting with items is fine. We don't have a lot of that going on either way
Would cloth for bathing make a cut for this version?
Yeah I liked what you said about that a lot, keeps you from having to dig through your inventory and such
Hmm not sure
Like you need cloth in your inventory?
Nah, just as a cheap replacement for soap, since it's either expensive or hard to come by
basicaly will clean you just fine, but not to the max
Hmm that’s also a good idea, I was going to add swimming makes you a little cleaner but not much
Unless in the bitter coast maybe
except the Odai river
oh shit, random common disease is an awesome touch!
Stinkers has bathhouses for each of the great houses, I’d eventually add support for something like that but I’d need to add Redoran and Hlaalu stuff to the cell detection global script which I’m not interested in doing right now lmao I just want something super basic
I won’t upload it to nexus until it’s fully developed and stress tested but if you wanted to try it out I’ll put more effort into testing it rather than fixing stuff as I play haha
I will start a new character soon, I'm just constantly getting carried away by new Risk of Rain 2 DLC 😵💫
I would like to try it, but your "will put more effort into testing it" sounds like it would take a quite a bit of your time
So it's basically up to you
sign me up chief 🫡 that sounds awesome
I'm also on board
I would gladly help iron out the minor stuff as I play though
but yeah i second this
Hmm nah I wasn’t planning on spending more than a few hours making it and I’ll test it on my thicc cfg instead of vanilla like I usually do
This is one reason why I’d love to see your take on blight weather mechanics btw 😅
Just one less thing for my load order
Plus the interop with your other needs modules
Yeah I realised I’ll have to do weather stuff too haha, so the next things on the list will likely be dynamic needs since weather will take a bit
dont forget to hydrate
don't forget to soup
If bathing is implemented, it def needs a stronger debuff than -4 personality if you are ignoring it.
Which is why I want to do an actual playthrough to get a good vibe of how the mod actually feels in game … but having a shitty bathing mod installed annoys me
Yeah the one I upload to nexus will be more rewarding/punishing and have more debuffs and whatnot, I just want something super basic atm
I also think that some random NPCs responses would be nice. Service refusal from high class merchants would be cool as well.
sneak debuff
Oh, KCD vibe
yeye
